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Seems like an efficient leveling strategy?Follow

#1 Sep 23 2013 at 3:03 PM Rating: Decent
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109 posts
It may not be the fastest but it seems like a good strategy is:

Tank or healer = Duty Finder (first time Guildhest and grind dungeons, not the fastest xp but good loot and you l2p your role a little)

DPS = quests and FATE grinding (fastest way to level but no loot and mostly boring zerg, learn little about party play)

Crafts = GC turn ins and guildleves.

I did quest stuff on tank/gld/pld so duty finder was instant pop but if I would have to do it over again I would probably do story quest as DPS, endure the duty finder queue as DPS one time (or beg FC) to advance the story then rerun grind the dungeon in the future when leveling a tank or healer for xp and lewt.

Quite frankly I find FATE parties to be boring after about an hour and like to change it up with dungeon grinding (I wish dungeons gave more xp but I'm not complaining). Since it is so easy to get groups as a tank or healer it seems like it makes sense to level in dungeons as those classes and save the quests and FATE grinding for the lower demand DPS classes.

Anyone else come up with similar strategies?

#2 Sep 23 2013 at 4:53 PM Rating: Decent
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1,004 posts
I dont think any of the dungeons until castrum do a very good job on teaching people how to play heir jobs. Sure you can run it over and over to see how party play works, but until castrum the content is easy enough that you wont learn much from running it.

Ive seen a bunch of people who get to castrum completely unprepaired when the story is trying to teach you these things along the way. I think they need to raise the difficulty up a notch with each new dungeon in the story.

And then theres wanderers palace. Not a dungeon that very difficult, but a nice difficulty jump from other content. The problem? All of the things in here is just a difficulty jump from things you should already have learned, but a lot of people just dont get it. I try to advise people and help them out but sometimes its just not enough. This dungeon is also supposed to teach people that gear starts to matter, but for two instances i couldnt tank while the whm had a level 29 wand. The other instance both dps had level 38 & 40 weapons. I didnt dodge and tried them, but we just couldnt beat the flan in both those runs.

Tl;dr: story dungeons alon the way need a difficulty/ slight gear check to teach people along the way the fundamentals and whats to come. I just dont think the story does a good enough job of that at the moment.
#3 Sep 23 2013 at 5:13 PM Rating: Good
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3,737 posts
Adding hard gear checks to leveling dungeons is not the best of all possible ideas. While I do kind of understand where you're coming from, I'm not sure if you're suggesting that Brayflox, Aurum Vale, and Stone Vigil are NOT steps up in difficulty?

Not leaps. Steps.
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#4 Sep 23 2013 at 5:42 PM Rating: Decent
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1,004 posts
No im not saying hard gear checks, but something to instill the idea in people that gear matters. Like in my origional post i mentioned some people trying to scrape by with some really inapropriate gear. People dont seem to understand that hey, this is level 50 content and maybe i should finish my AF quest and get an appropriate weapon. They should learn to upgrade their gear every now and then which the story content doesnt do well.

Im not proud of this, but my only job to get to 50 at launch was arcanist. I gimped it to 50 only taking dungeon gear and a few gears throughout the story. The rest was money sacks. I had 0 problems playing the story in that gear. Out of courtesy i didnt jump right into end game with it, i used my PLD to run castrum/AK.

The issue is that the story just doesnt prepare you enough for the end game content. You have people thinking they can get away with skipping upgrading anything that isn't darklight because its ok, its just "them" thats gimped and they will get carried through. Obviously this is only a few people and not everyone.

Also aurum vale and darkhold are optional. Some people dont even know about them because the story doesnt send you there. As for brayflox, yeah its a step up, but thats just one dungeon. I feel it should progressively get harder and not just a "ok we turned it up a little until you finish the story". I do agree though, those optional dungeons are tough in their own right, but like i said they are optional and people can choose not to do them bypassing any learning they will do in there.

Edited, Sep 23rd 2013 7:48pm by Keysofgaruda
#5 Sep 23 2013 at 5:49 PM Rating: Excellent
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3,737 posts
I actually said Stone Vigil and not Darkhold. And your GC will send you to Aurum Vale.

As to upgrading gear while leveling.. story quests do a pretty decent job giving you white-quality gear as you go. I agree that upgrades from other sources are desirable, like dungeons. But I wouldn't generally consider spending money on upgrading gear while leveling. This isn't FFXI, I don't have to hold my own in a party while leveling up. As long as I'm not a major liability in dungeons, I'm fine.. and the provided gear takes care of that just fine.

As for endgame gearing.. it's the part of the game where gear, and not level, is the determining factor in being able to down content. And while there probably could be a better introduction to that concept for people who are new to it, I don't see how you're going to do it during the leveling process where that demonstrably is not the case.

That all being said.. do I craft HQ gear for my second/third/ninth job? Sure, because I think it's fun to run around in the best gear possible and knock things over, not because not doing that will make me unable to progress.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#6 Sep 23 2013 at 6:54 PM Rating: Decent
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1,004 posts
I completely agree with you. Im not asking for people to get the best gear possible at every level, but you shouldnt be able to lag behind so far in gear that when you do finish the story, you think its ok to ruin others peoples experiences with content because up to that point it didnt matter. When i see people in a dungeon that could have finished their AF but were to lazy to do so, or just flat out didnt feel a weapon upgrade was neccesary, thats when it makes me question the difficulty.

In those runs in wanderers palace i really did try to carry them through, but as a paladin i was out damaging the drg and brd because of their gear. I have some nice gear sure, but i only have an ifrit sword. The DPS couldnt down the flan adds fast enough and we kept wiping over and over.

Yeah this isnt FFxi, but that doesnt mean the whole experience to 50 should be easy street. There should be an incentive to possibly run a dungeon more han once to get some upgraded gear. As it is now people just plow throuh the content and continue to expect to at end game whih isnt the case. If it were gradual it would seem more natural to progress your charater. We can see this at titan which is the current wall for people. Instead of gearing up properly for it they smash their heads against him in an endless cycle of failure. Part of this is because gear is simply handed to you all way (as opposed to running dungeons for free, better gear).

Again hard gear caps arent needed, but people do need to learn that its not ok to gimp it as far as you can go simply because you were able to before. I mean not having your free AF or even an easily attainable level appropriate weapon.

Ff11 was special in the sense you absolutely required gear with accuracy. Not a lot of gear had this stat so the ones hat did were astrnomically expensive. In ff14's case gear with what you need is plentiful and easy to get. I dont think its a stretch to make people upgrade gear every now and then. Not a hard gear check but being able to get by with litterally any gear you want sends the wrong message because end game is exactly the opposite.
#7 Sep 24 2013 at 7:31 AM Rating: Good
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425 posts
Keysofgaruda wrote:
I dont think any of the dungeons until castrum do a very good job on teaching people how to play heir jobs. Sure you can run it over and over to see how party play works, but until castrum the content is easy enough that you wont learn much from running it.

I don't quite agree, at least on the part about learning. I haven't been to castrum yet. I think Haukke Manor with the succubus boss at the end, is a decent prelude for what's to come(which is Titan).

In short: This is one place people should practice at.

Edited, Sep 24th 2013 9:31am by TwilightSkye
#8 Sep 24 2013 at 7:50 AM Rating: Good
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787 posts
KingoGoodbomber wrote:
Crafts = GC turn ins and guildleves.


If you're working on crafting leves, you may want to experiment with turning in High Quality (HQ) crafted goods. You get a huge boost in XP and gil by doing that.
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