Before the Jobs patch, there were 2 dungeons, Darkhold and Toto-rak. They were pretty ok, we were just hungry for ANY activity at all.
It's been comfirmed that Toto-Rak is still in, though NDA prevents me from saying any more.
It's safe to assume all previous dungeons will return, which makes me happy. Later they added Aurum Vale and Cutter's Cry, both were challenging and most people were required to go through one or both (or all three, Darkhold) for their AF armor.
Cutter's Cry was a series of Ant tunnels, with mechanics you couldn't hope to grasp on your first run. In the first room, you had to split the party up and drop through separate holes, because the next two rooms had to be clears simultaneously to open the next area. All over there were hidden spots that would either drain your mp, dmg your hp, or send you back to the start, alone.
Aurum Vale was full of poison. Poison, everywhere.
All the dungeons had a sub boss and a main boss. My only issue with these dungeons were they encouraged running through all enemies, not fighting any but those required to open the next door. Really got boring in that respect. This will be changed in ARR.
Primals, there was Ifrit, Garuda, and King Moogle. All the primals had some super attacks at a certain % health.
Ifrit was a standard fight, have your tank pull Iffy to the wall, and stand a bunch of blms in a safe spot, stand 1 whm on one side, the other on the opposite. He did cone attacks, then jumped around a bunch, but the hard part was these cracks that would explode underneath party members who didn't have hate, and these got progressively worse because of lag.
Garuda would sent these little air elementals out and you had to have AOE party members like War and Bard to kill them quickly. There were rocks on the battlefield that you could hide behind to protect yourself from her battlefield-wide aoe attacks, but when she did her Astral Flow attack, these rocks were destoryed and you had to burst her down quickly.
King Moogle was like a classic FFXI fight. It was my favorite, maybe because of the music.
One at a time 5 moogles would jump out and you had to kill them quickly before the next spawns on a timer.
After a certain amount of time, regardless of how many you killed, all the moogles would come back to life, with the King Moogle, and cast a super attack, with the dmg based on how many you killed. You were pretty much dead if you didn't kill them all..
Then you fought all 5 and King at once, generally with your tank kiting them all, peeling one by one.
Here's a compilation of Grand Company cutscenes: http://youtu.be/uNpRolkf5uU Edited, Apr 30th 2013 10:55am by Louiscool