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looking for some tips - how to PUG and how rock dungeonsFollow

#1 Dec 28 2013 at 6:09 AM Rating: Good
Hi,
I have been reading through some threads on this forum, and have found them a very valuable source of information for a new player starting out.

I was hoping that I might be able to get some advice from you seasoned players. I am a level 20 PUG, and this is my first time playing FF14, or anything like it. I have to admit, just learning the lingo and acronyms has been a constant job. Are there any glossary type threads?

I am looking for advice on how to be an effective PUG when I work with a party. I saw there was a thread on how to tank, is there any info on how to DPS?

Also, is there any chance I can find some folk in Lamia, that would coach/walk-through a dungeon with me with an objective of (hate to use this word but..) training me on dungeon ediquette and how to best work with and for my party. (I am also pretty new to playing with a party)

I did my first dungeon tonight (sastasha), and it was so rushed, I felt like I was just keeping up.

Anyways, nice to meet you all, this seems like a great community.
#2 Dec 28 2013 at 6:23 AM Rating: Decent
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To be honest, you shouldnt bother much with the "help" topics on here. For example, every so often a tank one shows up offering meager information from a player who just took up a Tanking class and feels the need to make everyone else play like he does. I can tell you it makes everyone not new to the jobs cringe in agony.

Just look at what your abilities do, what positions they require and what added effects they have. Add on to that a few seconds to see what they combo into, set those things close to each other on your hot-bar and the rest is purely learned from your own experience. See what works best for you yourself. The whole game is basicly a tutorial till level 50, so enjoy failing and succeeding along the way till you get your job down, learning along the way. If someone gives you helpful advice, take it. If someone moans at you, ignore said person.

Dont know a dungeon? Look up a strategy or video if you so feel like it, or just listen to who ever is there to explain the fight if you mention it's your first time.

None of these things are rocketscience, despite what all these "how to" topics make it seem like.

DPS roles can be summed up as:

- Stay out of red targeting area's on the floor
- Try and do as much damage as possible in as little time as possible

And that's honestly all there is to it.

So really, just go out there and have fun. Good luck!
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[XI] Surivere of Valefor
[XIV] Sir Surian Bedivere of Behemoth
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#3 Dec 28 2013 at 6:27 AM Rating: Excellent
This is one of several guides out there to give you a general idea on what to do: http://www.ffxivrealm.com/guides/monk-dps-guide-v2.14/

Of course, this is more for MNK, but you will be unlocking that at 30 if you keep going on the same path. Early on, just remember your positioning as much as you can, behind, flank, etc. As you progress and start opening up more abilities start learning the full rotations that are available to you from that guide. Another thing, level up LNC/DRG to 34 for the cross class ability Blood for Blood, that combined with Internal Release becomes quite potent in end game.

As for other cross class abilities, the guide does describe some, I myself use Fracture, Invigorate (very useful later on), Foresight and I think one other one. Another thing to always remember, keep DOTs up, it goes down, put it back up. Main ones you can use are Demolish, Touch of Death and Fracture if available. If you go to re-apply them early, and they were applied with a buff up (ie: Internal release) and you no longer have a buff, it won't overwrite as the other is stronger. So you would have to wait until it has worn off.

Lastly, abilities such as howling fists are not on the same cooldown as let's say Twin Snakes. So you can start your rotation, immediately trigger howling fists and go straight into your following rotation atk without losing a beat. The same goes Internal release, Blood for Blood, etc. Use them in between rotation atks so you're not wasting time.

Gear wise, there's also lots of threads out there if you google, general consensus is STR/Crit/Acc/Determination/Skillspeed. Of course, as you approach endgame, this becomes debated by many. Some swear by Crit over Determination, others vice versa. Some like the returns of skillspeed if you can cap it at 490 I believe it is. Then of course for Coil Turn 4-5 you need approx 480 acc, so you have to sacrifice certain pieces to reach that accuracy. Again though, several pages out there debating these things.

As you approach 50, if you're fighting a single mob that doesn't move too much (meaning you're constantly attacking and doing your rotation without interruptions), you SHOULD be running out of TP. If you're not, then something is missing and you're doing things too slow. Anyhow, I'm a stop going now, but ya..google..guides, plenty of em.
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