Release Date | Platform(s) |
---|---|
August 27, 2013 | PC, PS3, PS4 |
Developer(s) | Publisher(s) |
Square Enix Product Development Division 3 | Square Enix |
Official Sites | |
Official Site // On Twitter // On Facebook | |
Download the Official PC Benchmark |
Final Fantasy XIV: A Realm Reborn is a remake/relaunch of Final Fantasy XIV. It is an MMO with similar mechanics, set in the Final Fantasy XIV universe, but it has been completely rebuilt from scratch. FFXIV: A Realm Reborn was announced for Playstation 4 as well as PlayStation 3 in addition to the previously announced PC version of the game at the Sony E3 2013 event.
Move your character by using the left analog stick. Hold down B then use the left analog stick to make your character walk. By pressing LB while using the left analog stick, you can set your character to auto-run. This can be canceled by pressing LB again. To jump, press Y. This can be used to leap over obstacles like small rocks or low fences.
Final Fantasy XIV vs. Final Fantasy XIV: ARR[edit]
The first question nearly everyone asks about this game is 'How has it changed since the original version?' Well the answer is that nearly everything has been changed. Classes, Jobs, Locations and everything else has seen some work done. The questing structure was completely reworked and the game has basically evolved into an entirely new beast. If you picked up the original and were let down, it is highly suggested you give the game a second chance. People who own the original version can simply download a large update for their version of the game to gain access to FFXIV: ARR. If you never played or purchased the original, you can pick up this new title as if it were an entirely new product, because really, it is 95% new.
Classes, Jobs, Disciplines[edit]
One of the best parts about Final Fantasy XIV: A Realm Reborn is the class system. Many MMO games lock you into the choices you make at the beginning of the game. You pick your race, pick your class and then play the rest of the game with those choices. FFXIV: ARR is different in that you are able to switch your class. This makes FF much more flexible than other games and allows players to more easily multi-class and have characters that can fill different roles without having to have 4 or 5 separate characters. This entire system is wrapped up in the Disciplines. There are 4 different ones that branch off into the various classes. Disciples of War are your physical damage classes while Disciples of Magic sling spells to damage foes or heal allies. There are two more disciplines, Disciples of the Hand and Disciples of the Land but they cover crafting and will be discussed further down the page.
Classes function similar to other MMO titles, but again FF has a unique twist in that there is another set of classes, or Jobs as FF puts it, that players can obtain as they level up. Jobs are an advanced class that players gain access to via special quests once they reach a certain level in their base class. For example, a Lancer who meets the appropriate requirements can go on a quest to unlock the Dragoon Job. Jobs are more focused than a standard class and offer more powerful benefits that the player wouldn't gain access to otherwise.
Races[edit]
FFXIV: ARR features 5 Races. Each one brings its own unique style to the game and whatever the player chooses, their race will help mold what kind of character they grow to be. Most of the differences are cosmetic, but there is a slight stat difference depending on the race you choose and even the subset within the main race. The difference is tiny, so players should not feel like they will preform worse than others based on their choice.
Quests, FATEs & Dungeons[edit]
Final Fantasy XIV: ARR is filled to the brim with ways to earn experience and level up your character. Quests are one of the easiest ways to do this. There are hundreds of quests spread throughout the game that players can go on. Some are tied to certain Classes or Jobs, some tied to specific nations but no matter what, there will always be a quest somewhere you can go on. They vary in nature, and the reward usual depends on the task involved. A simple quest might only reward a few hundred EXP while a long one might grant you a couple thousand. Newcomers should seek out quests inside their starting town. These ones are designed to get you acquainted with the game and help speed you through the first 5-10 levels.
FATE(s) (Full Active Time Event) are random events that happen on the open field. They generally involve killing large groups of monsters, some FATEs even containing Notorious Monsters, tougher versions of normal creatures that can drop special loot. FATEs can be found on the map, being represented by purple/pink circles. They are timed, so if you see one, don't hesitate to go to it or you may miss it. FATEs typically require multiple people to complete and are not always the same level as the surrounding area so use a little caution when approaching a FATE you do not recognize.
Dungeons are special zones where a group of players will be tasked with a set of goals. Completing them will reward your party with plenty of EXP and high quality loot, sometimes being gear exclusive to that dungeon. Entering into one of these is no light matter. Groups should be comprised of a healthy mix of tanks, healers and damage dealers. Most dungeons have a series of small fights and mini bosses and to close out the dungeon you will face off against one last, very powerful creature. For more on dungeons, check out the section dedicated entirely to it and the various items you can obtain from them.
Quests
Classes
Races
Jobs
Locations
Primals
PVP
- The Wolves Den
Beastmen
Dungeons
Raids
Housing
Comments
Get to know your skills and the effects that they have. Below are several skills that you will definitely be using throughout your time as a Scholar (this list will also include several of the Arcanist class skills, for maximum understanding).- Physick: Your basic healing skill, obtained at level 4 and the the most efficient in basic healing. It has a potency of 400 (the same as the White Mages/Conjurer's Cure I). It costs minimal MP, and is used whenever the tank is starting to lose HP.
- Summon I: Obtained at level 4, this skill is used to summon the Arcanist's, Scholar's, and Summoner's first pet. For a Scholar, this pet is Eos. This spell should always be cast AS SOON as you enter any dungeon, or even out in the field! Without your pet, as a Scholar, you're healing will be noticeably less effective!
- Aetherflow: Obtained at level 6. It restores 20% of your MP. Also, at level 8, 20, and 40, you obtain a Trait to give you stacks of Aetherdam, which is required to cast certain spells. (One cast gives max stacks of Aetherflow.)
- Energy Drain: Level 8 skill that drains deals damage to the enemy with a potency of 150, along with giving you 50% of the damage dealt as HP, and a small amount of MP. Usually used when you're running low on MP during intense fights.
- Summon II: Obtained from the level 15 Arcanist quest, this will summon the Arcanist's, Scholar's, and Summoner's second pet. For a Scholar, this pet is Selene. The same rules as with Summon I apply here.
- Resurrection: Level 22 skill. Revives the target in a weakened state (Stats reduced for several minutes).
- Eye for an Eye: Level 34 Arcanist skill. Puts a barrier around the target with an effect of '20% chance that when barrier is struck, the striker will deal 10% less damage for 20s.'
- Adloquium: Level 30 Scholar skill, used for healing. It has a potency of 300, but also gives a status effect on the target when casted. It will absorb up to the amount of damage you healed. Ex: If you were to heal someone for 100 HP, the next 100 HP damage they would take would be negated. Also, if the heal is a critical, it will absorb up to double the damage the target would take.
- Succor: Level 35 Scholar healing skill. It has a healing potency of 150 and is an AoE spell. It has the same effect as Adloquium, except without the critical effect. Useful if the party is taking minor damage.
- Leeches: Level 40 Scholar healing skill. It removes one harmful status effect from the target. Ex: Burn, poison, Windburn.
- Sacred Soil: Level 45 Scholar AoE damage prevention spell. It reduces all damage within the effective area by 10%. It also has a 20% chance of making the next Succor cost no MP. Requires a stack of Aetherflow to cast.
- Lustrate: Level 50 Scholar healing skill. It restores 25% of the targets maximum HP. Very helpful for whenever the (main) tank is running extremely low on HP, due to its instant cast time and fast cool-down time (1.0 seconds). Requires a single stack of Aetherflow to cast it (meaning it can be cast three times within the span of several seconds!). It should only be used sparingly, in emergency situations, due to the 1 minute reload time of Aetherflow.