FFXIV Beast Tribe Daily Quest Guide & FAQ

What are beastmen daily quests?

Beastmen daily quests are repeatable quests which give decent rewards and an opportunity to get reputation with certain beast tribes. The higher reputation you have – the more rewards you can obtain from them.

How many can I do in a day?

You’re given 6 allowances every day. At Neutral reputation, you may only spend 3 allowances per tribe a day. You can spend all 6 on a tribe once you have reached Recognized or above.

What are the currently implemented beastmen i can gain reputation for?

Tribe – (Map) – [Nearest Aetheryte] – X:Y

Amaljaa – (Southern Thanalan) [Little Ala Mhigo] – 23:14
Sylph – (East Shroud) [Hawthorne Hut] – 22:26

What are the beast tribe daily quest rewards?

While reputation is what you’re really after here – quests give other little rewards shown below.

Quest RankReputationGilEXPVenturesMythology
Neutral+5500~9000~15
Recognized+7700~9700~17
Friendly+10800~10500~110
Trusted-----

 

Strangely, Sylph quests are 1 level lower than Amaljaa…

What do beast tribe vendors sell?

Various crafting items, Unique dyes and eventually Minions & Mounts. For beast tribe specific vendor item info – visit the respective pages:

Amal’jaa Sylph |

How long does it take to rank up in reputation?

Neutral to Recognized takes 10 days regardless. (3 quests a day)

After Neutral you unlock the Recognized quest giver.  You can actually spend all 6 quests on one beast tribe if you wish to focus on them!

Recognized to Friendly (focus on one) takes 10 days.
Friendly to Trusted (focus on one) takes 10 days.

Splitting the quests between tribes gives more TOTAL reputation, but slower to rank.

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FFXIV Crystal Tower Guide (Loot List & FAQ)

Crystal Tower Loot list, Boss Strategy and General FAQ

Crystal Tower General Information

How to unlock Crystal Tower? You must complete the quest chain that starts with “A Legacy of Allag” from Mor Dhona.

“CT” is a the first 24-man instanced dungeon released in Patch 2.1. You may enter as an eight-man group in the Duty Finder, and be matched with 2 more random 8-man groups. You currently cannot queue as a 24 man group. You can chat to the other groups using Alliance Chat by pressing “alt+a” (default).

The items dropped from Crystal Tower are item level 80. Check our loot list below.

What is the Crystal Tower Loot System? You may only obtain 1 item per week from CT. Whether you got it from a need or greed roll doesn’t matter. After getting an item, you can still go to CT with your friends, but you will not be eligible to roll on items.

Crystal Tower Boss Strategy

Bone Dragon

As you may know by now, the raised platforms prevent you from getting hit by poison. Bone Dragon should be ideally tanked in the middle of the room.

The main mechanic in this fight are Skeletons called “Platinal

Skeletons will spawn periodically during the fight. Skeletons do a bunch of nasty things, but make sure this is followed:

  • Drag each skeleton as far as possible from bone dragon, and kill it.
  • Make sure there are no skeletons alive when bone dragon dies.

When Bone Dragon “dies”, the skeletons will raise at the location of their death, then run towards the corpse of the Bone Dragon. If one reaches, a huge painful AoE will pulse, damaging everyone.

(Mini-boss) Atomos

The three alliances have to split up to take one hallway each. On each hallway there is a platform which activates when 4 people are standing on it. Standing on your platform makes the next alliances boss lose invulnerability. So in essence, you must have 4 people to kill Atomos, and 4 people standing on your platform at all times.

Adds periodically spawn during this time, and any tank should bring them close the the group in the platform. If 3 adds remain alive at one point, their stats become boosted, and will quickly result in a wipe.

 

Thanatos Strategy

Each Alliance has a “Magic Pot” that they must protect. Keep in mind they can be Healed, Stoneskinned, Regenned, or anything that hits a regular player pretty much. Adds will try to destroy your pot, so make sure to keep and eye on it!

Only people who are “Invisible” will be able to hit Thanatos. Invisibility is granted by the Pot, so it’s quite important they stay alive.

(Mini-boss) Vassago + Allagan Bomb

There will be 3 Vassago in the map, and an Allagan Bomb in the middle. Each alliance should tank and focus on killing their own Vassago, then helping others when theirs is dead. Some adds spawn during this fight:

  • Balloon – an basic add that doesn’t do much. Kill it anyway.
  • Napalm – Kill these ASAP, they slowly walk towards the middle Allagan Bomb and make it bigger.

The Allagan Bomb located in the middle is sort of a “time limit” to this fight. Once it reaches maximum size, it will burst – killing everyone. Two things charge the bomb.

  • The links of the Vassago continually charge it. The closer they are, the faster it charges.
  • A Napalm reaching it charges it by a large amount. Don’t let this happen!

After all Vassago die, the raid must focus down and kill Allagan Bomb before it blows. As long as minimal Napalms reached it – it wont be a problem.

King Behemoth Strategy

Entering King Behemoths map, everyone automatically gets a DoT. This cannot be avoided, however…

There are 4 towers on the map – you must interact with them each time they start glowing to “discharge” them. Failure to do so will result in AoE damage. Bomb-looking adds (Purophoros) will spawn and attempt to attack towers. If they destroy a tower, the passive DoT damage increases.

Iron Giant is an add that spawns and SHOULD be picked up by a tank and faced away from the raid. It does a huge painful cleave.

Comet – A Green marker on your head indicated you are going to get hit by Comet. Don’t worry this ability isn’t so strong. Make sure to get hit a medium distance away from Behemoth because the fallen rock will be used later on for…

Elliptic Meteor –  Behemoths Ultimate move, a KO unless you’re hiding behind a fallen Comet! Keep in mind comets get destroyed if people continually hang around near them.

Acheron Strategy

Acheron, the Final Boss, has some very flashy looking AoE abilities! It’s pretty simple, just avoid the colorful spots on the ground and you should be fine. Except…

Ancient Flare – Each lit platform must have 4 players on it to “activate”. If 3 platforms are active, the shield goes up. Needless to say, without the shield the entire raid will wipe. During this shielded phase, an Iron Giant will spawn for each alliance. On the second shield phase, an Iron Giant + Claw will spawn. Once all adds are down, the shield will deactivate, and Acheron can be engaged again.

Claws act like Titans Granite Gaol, but continually damage the person trapped within. Break them out as soon as you can.

Crystal Tower Loot List

TankHealerBardCasterMonkDragoon
Crown of LightRoyal CrownBallad CrownCrimson CircletFuma GantaiOnion Mask
Royal VestBallad CorseletCrimson VestFuma KoromoOnion Armor
Gauntlets of LightRoyal C. GlovesBallad GauntletsCrimson C. GlovesFuma TekkoOnion Gauntlets
Belt of LightRoyal SashBallad SashCrimson SashFuma ObiOnion Tassets
Breeches of LightRoyal BreechesBallad SarouelCrimson BreechesFuma HakamaOnion Sarouel
Sabatons of LightRoyal ShoesBallad BootsCrimson ShoesFuma KyahanOnion Boots
Which Boss?HeadChestGlovesBeltLegsBoots
TankAcheron (4)Behemoth (3)Bone Dragon (1)Bone Dragon (1)Acheron (4)Thanatos (2)
HealerAcheron (4)Behemoth (3)Bone Dragon (1)Bone Dragon (1)Acheron (4)Thanatos (2)
MDPSBehemoth (3)Acheron (4)Bone Dragon (1)Thanatos (2)Behemoth (3)Thanatos (2)
MonkBehemoth (3)Acheron (4)Bone Dragon (1)Bone Dragon (1)Behemoth (3)Thanatos (2)
DragoonBehemoth (3)Acheron (4)Bone Dragon (1)Thanatos (2)Behemoth (3)Bone Dragon (1)
BardAcheron (4)Behemoth (3)Thanatos (2)Thanatos (2)Behemoth (3)Bone Dragon (1)
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FFXIV Ultima Weapon : The Minstrels Ballad

Ultima Weapon (“Hard/Extreme” Mode) Strategy Guide and Loot List

Ultima Weapon Teaser Video

*Still the teaser vid -> will be updating soon.
*Guide still under refinement

Ultima Weapon has a bajillion abilites, and a very entertaining fight!

Ultima Weapon Phase 1 – Primal Phase

Garuda / Titan Phase

Two main abilities happen here:

  • Garuda appears on the screen then releases a HUGE AoE cone in the direction she’s facing. Don’t linger on the edges, or you might not make it to safety.
  • A Vortex appears in the middle, once it vanishes, move towards the edge of the stage in preparation for Titans “Geocrush”

Due to the nature of these abilities, it’s best not to stay too near the edges of the stage.

Ifrit / Titan Phase

  • In/Out Plumes – The usual outer ring / inner cluster plume formation. Keep the same positioning mentality as the Garuda phase.
  • Plumes + Crimson Cyclone – This is a pretty fun one. Radiant Plumes happens while a single Ifrit does his “Line Rush” skill.

 

Ultima Weapon Phase 2 – “Machines!”

Magitek Ray – Much like piercing laser from ADS. A thick randomly targetted line AoE.

Magitek Bit – Little adds that point and shoot lasers at random targets. The first pattern they spawn in is a circular group of.

Freefire – AKA Airship bombs. The glowing cross-air on the floor represents its epicenter, and the further you are from it, the less damage you take.

Ultima Weapon Loot List

Ultima Weapon drops Item Level 80 Chokers and Bracelets.

Chokers

Tank – Ultima Choker of Fending
Healer – Ultima Choker of Healing
Bard – Ultima Choker of Aiming
Caster – Ultima Choker of Casting
Melee – Ultima Choker of Striking

Rings

Tank – Ultima Band of Fending
Healer – Ultima Band of Healing
Bard – Ultima Band of Aiming
Caster – Ultima Band of Casting
Melee – Ultima Band of Striking

Don’t get caught in a laser!

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Garuda Extreme Mode (FFXIV: ARR)

Garuda Extreme Mode strategy guide and Loot List!

Garuda Extreme Mode Teaser Video

Garuda EX Abilities

Some of the usual suspects return for extreme mode:

Slipstream: Avoidable cone stun that does extreme damage.
Friction: The usual targetted AoE
Wicked Wheel: Garuda does Wicked Wheel whenever the adds are alive. It’s extremely powerful and should be avoided.

Whenever Garuda disappeard from the map, a large spread of AoE’s will follow in her last location. They deal moderate damage, and cause Windburn (Wind DoT).

Adds (Suparna, Chirada) Abilities

Suparna (Red):

[Special] Wicked Wheel: Suparnas Wicked wheel is extremely powerful. For a non-tank, it’s a potential KO. It’s avoidable so GTFO.
Slipstream – Channeled Frontal Cone stun.
Friction
: The usual targetted AoE
Downburst: A medium strength cone attack.

Chirada (Green):

[Special] Downburst: Chiradas downburst is extremely powerful. It’s a cone attack. The target is marked by a crosshair.
Slipstream – Channeled Frontal Cone stun.
Friction: The usual targetted AoE

While either Chirada or Suparna are alive: Garuda cannot be damaged.

Razor Plumes: Like before, they target a stone pillar or guy, and will explode dealing damage after a set time.

Spiny Plumes: The “Key” add to this fight. Upon killing it, releases an AoE which causes Windburn (Wind DoT). A short time after it’s death – it will put up a “Safe Zone” wherein Garudas Reckoning will do significantly less damage to those inside. The initial target of Spiny Plume seems to be the second Highest Enmity (and in some rare cases – the MT).

Spiny Plumes give a stacking debuff to its target. If it reaches 3 stacks it will do “Super Cyclone” dealing tons of damage (Likely a KO) to everyone. Provoking the Spiny Plume before its target reaches 3 stacks is important, and is one of the main reasons many groups will wipe.

 

Garuda EX Phase 1 – Stone Pillars

Reminiscent of Garuda Story and Hard Mode. Nothing special here. The first sub-phase, every non-melee should be in dead-center of the pillars. Preserving the stones are your goal for this phase. It has 3 Sub-phases:

Starting Phase – All non melee stack dead center to avoid Friction hitting rocks. Once she vanishes, hide behind the rocks old-school style.

Razor Plumes – Razor Plumes show up and target random rocks. Kill them asap. Again try to stack in the middle as much as possible, with the exception of tank and melee. This mini-phase has the usual “Vortex” mechanic.

Initial Adds – The first time adds spawn. You should memorize what to do here, for the next time adds spawn:

  • MT picks up Suparna(Red) and Garuda.
  • OT picks up Chirada.
  • Chirada must be tanked ACROSS the map from the others. If they’re too near each other -> they gain immense defense.
  • Ranged DPS and healers should stay in a place where friction wont hit rocks.

There are things you have to note here:

  • Downburst will hit the OT for heavy damage, but shouldn’t be much of an issue.
  • On the MT side, WICKED WHEEL becomes a “one hit KO”. Make sure melee DPS and MT avoid this. Using virus on both Garuda and Suparna is a good “insurance” in case tank gets hit. All forms of damage reduction / mitigation should be used in preparation.
  • Chirada uses Downburst simultaneously with the Wicked Wheel on the other side. This always happens after Friction!

If you have enough rocks alive, Reckoning shoudn’t kill you! On to the next phase…

Garuda EX Phase 2 – Vortex

Wind surrounds the outer ring of the stage, and players should remain near the middle, or suffer a pushback + large damage.

Spiny Plume makes its first appearance here, along with a bunch of Razor Plumes. Your goals here are simple:

  • Kill all Razor Plumes
  • Leave Spiny Plume at a low HP%.

A rather simple phase, with no heavy incoming damage. A great time to use Mages Ballad, as you’ll be needing max DPS next phase.

Once Garuda disappears, destroy the Spiny Plume and seek refuge inside the safe-zone it generates. (Remember to avoid the initial death AoE of spiny plumes)

Garuda EX Phase 3 – Tornado

5 Tornados spawn in static locations on the map, forming a cross-like (T) formation. The safe spots are located near the brown markings on the map (Where the pillars used to be).

Chirada and Suparna show up during this phase. As usual, MT takes both Garuda and Suparna. Off-tank takes Chirada. And again, Suparna should be the first target. There are some things to note during this phase. The main difference in this phase is Tornadoes + Spiny Plumes.

  • The MT’s position should be loose enough that the melee dps and himself can get away from the “Double Wicked Wheels”.
  • Healers and Ranged DPS should stay at the very tip of the center tornado, to be in range of everyone.
  • Like last phase, leave Spiny Plume at a low HP%, and destroy it at phase transition.
  • There are four safe pockets – Ranged and healers should have a good spread.

Travelling between “safe-zones” through tornadoes can be done using the following:

  • Sprinting along the edges (Recommended for casters…)
  • Dragoon jumps
  • Monk Shoulder Tackle.

Remember not to kill the Spiny Plume too early, or too late!

If you pass this phase, You go back to the Vortex Phase -> Tornado Phase -> Vortex Phase, repeats until Garuda is dead!

Garuda Extreme Mode Loot List

Garuda EX drops iLevel 90 Loot:

Tank – Vortex Ring Of Fending
Healer- Vortex Ring Of Healing
Melee – Vortex Ring Of Striking
Bard – Vortex Ring Of Aiming
Caster – Vortex Ring Of Casting

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FFXIV Gathering (DoL) Gear Guide

Don’t waste time worrying about your Gathering Gear – and get that DoL class to 50!

Confused about when or what DoL / Gathering gear you should get? When and what are the best gathering gear upgrades, and why? Find out all about that here – and save money on your road to a level 50 gatherer!

Why upgrade your Gathering gear?

Moreso than crafting, better gathering gear = faster levelling. We all know how “exciting” it is levelling a gathering class, ey?

The importance of high Gathering Stat:

Striking at a node and not getting anything means ZERO exp, BROKEN CHAINS and ultimately, wasted time (and money! since you could have gotten the item!) So first and foremost you’re going to want as much gathering as possible.

Gathering is insanely useful in maximizing Levequest EXP. more on this later…

The importance of high Perception Stat:

If you’re doing a lot of grinding, Perception becomes very useful in boosting you EXP gains. Why? At max, you have a 15% chance to gather HQ items without a buff. Let’s compare a gatherer with 0% HQ chance versus 15% HQ chance: 100+[(2*100)*0.15] (HQ percent chance) = 30% Average EXP Bonus.

If you aren’t a level 50 calculator, then it’s fine. All you need to know is that being capped in perception gives you quite a sizeable exp bonus. 30% is not a joke, and it stacks with chains, food and rested EXP.

Perception however, isn’t useful if you’re planning to use levequests… why?

Gathering gear, Levequests and You:

Since getting HQ items is impossible during leves, Perception is useless during a leve attempts. Gathering becomes the single most useful stat, with GP as a supporting stat.

If you’re planning on grinding, both Perception and Gathering are important. However, Gathering is still your most important stat. Why? Again, ENSURING exp gains and ENSURING chains is your first goal. Then once that’s fulfilled, modify it with Perception for massive exp gains.

So we can conclude, during leveling up, Gathering is the most important stat, whether you choose to grind or use leves. And if you’re planning to do a bit of both, getting Perception is a great bonus to grinding. So what does this mean in terms of gearing up?

GP – How useful is it?

Going to level 50, GP isn’t exactly a sustainable resource to rely on. It’s a welcome boost, but not exactly necessary. At 50 though, that’s a completely different discussion…

Gathering gear upgrade strategy

Okay so you want Gathering, no matter how you level up. In terms of gear slots that would be the: Main Hand, Off-hand, Chest (coincidentally they also give huge perception, and are considered critical upgrades). So you want these no matter what you’re going to do. Upgrade as often as possible.

Two more pieces give Gathering: Gloves and Pants. These are less critical, and you should upgrade if you can afford it. Gloves are more powerful than pants! Around 50% more gathering is found on gloves compared to pants! Keep this in mind when buying upgrades.

Now for Perception… The most important pieces were already mentioned above (MH, OH, Chest). The rest are: Helmets, Boots and Belts. Again when thinking of bang for buck – Helmets are the best investment, which are usually 100% more powerful than boots. And belts are the worst investment, as they’re only half as powerful as boots typically!!!

Overall, a cost-efficient upgrade path will be discussed in the end of this post, before that – tables of what level you get upgrades…

Gathering Critical Upgrades – What Level?

The table below represents the levels you get a new DoL chest, Miner main and off-hands, Botanist main and off-hands, and fishing main hand. (All possible critical upgrades)

LevelChestMIN MainMIN OffBTN MainBTN OffFSH Main
1xxxxxx
2
3
4
5
6x
7
8xxx
9x
10
11xxx
12xxx
13
14x
15xxxxx
16
17
18x
19xxx
20xx
21x
22xx
23x
24xx
25xxx
26x
27x
28xx
29xxx
30x
31xx
32xx
33x
34xx
35xx
36
37x
38xxx
39xx
40x
41x
42
43xxxxx
44x
45
46x
47xx
48xxxx
49
50xxxxxx

 

Disciple of Land (DoL) Body pieces

The table is sorted by (at least in my opinion) importance. The left side being more important and more worth the investment, and gets less important as you go right. Gear marked (G) gives gathering, and (P) gives perception. So ignore the Perception pieces if you’re primarily thinking of getting to 50 using Fieldcraft Leves.

LevelHands (G)Head (P)Legs (G)Feet (P)Waist (P)
1xxxxx
2
3
4
5xxx
6x
7
8
9x
10xx
11xx
12x
13x
14
15xxx
16x
17x
18
19xx
20xx
21
22x
23x
24
25xxx
26
27xxx
28
29
30xxx
31x
32
33
34
35xxxxx
36
37x
38x
39x
40xxxx
41
42x
43xxxx
44x
45xx
46x
47x
48xxxx
49
50xxxx

Disciple of Land (DoL) GP pieces (Accessories)

While not super important while leveling up… you cant really be “sad” to have more MAX GP.

LevelNecklaceEaringsBraceletRing
1
2
3
4
5x
6
7xx
8
9
10
11
12
13
14x
15
16
17xx
18
19
20x
21
22
23
24x
25
26
27xx
28
29
30
31
32
33
34x
35
36
37xx
38
39
40x
41
42
43
44x
45x
46
47xx
48
49
50x

Summary: DoL Cost-efficient upgrade path

First of all – Everything below level 15~ is negligible. and you don’t need to really think about your gear before then.

Main HandOff-Hand and Chest should be upgraded when you can afford it.

As a side upgrade to Gathering: updating your Gloves are a good idea every now and then. Legs are less imporant. Here’s our suggestion for a cost-efficient upgrade path:

  • Gloves: (16) (25) (35) (45)
  • Legs: (15) (27) (40). The level 27 ones are from ANY Grand Company, and are pretty worth it.

If you need more Perception, Helmets are the best investment. Helmets generally come from weavers or armorsmiths. The weaver ones are typically more expensive. So here’s a pretty cost-efficient path:

  • Head: (13) (19) (31) (35) (42) (47). Want something in the 20’s? (27).
  • Boots are okay, and you probably wont need more than: (15) (30) and (40).
  • Waist is even less important. (17) and (37) should be fine.

Of course feel free to pick anything up you can afford, and check the Market Board when you reach the levels in the tables above.

Be sure to check out our Mining Leveling Guide, and Botany Leveling Guide, which make great additional resources to this guide.
Also, Mining Node/Material Locations, and Botany Node/Material Locations [Mining is 1-50, BTN is in the proces of being updated…]

Whacking at nodes got you to 50, huh? Then it’s time to gear up. Check this out: Gathering End-Game Gear (+Max Melds) Guide.

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FFXIV Crafting (DoH) Gear Guide

Crafting gear: When to upgrade!? My inventory is ful!? Relax… find out best DoH gear on your road(s) to 50.

Hey guys! Here we will be discussing about DoH gear, why you should update your gear every so often, and when you should do it!

Why upgrade your crafting gear?

There are many many ways to level a crafting class…

  • Crafting your own levequest items.
  • Casually crafting your way to 50, completing logs etc…
  • Grinding (not so ideal, hehe).
  • Buying levequest items from the marketboard for you to submit.
  • Having someone else craft leve items for you to submit.

If you’re part of the “buying items” or “having someone else craft” group, this guide is largely useless to you. You guys should proceed to the Crafting End-Game Gear (+Max Melds) Guide.

Crafting your own levequest items is the most cost efficient method in leveling a Disciple of Hand class. But for that you’re going to need two things. A good sense of crafting technique, and some decent crafting gear. Of course, we will be discusing the latter here.

Getting better gear means being able to:

  • Prevent failure when crafting.
  • Obtain HQ items more reliably
  • (and in the best scenario) Obtain HQ items from No-Quality materials.

All of the above reasons, and more, make it ideal to get decent crafting gear. Your return on investment will be massive!

Should I buy every crafting gear upgrade I can find!?

Well, not really. If you have the money for it, or can craft it yourself – why not. But not all upgrades are as equal! Some pieces of gear are more important than others. The three key pieces you NEED to update are: Main Hand, Off-hand and Chest.

Following that are the CP granting accessory slots: Neck, Wrist, Rings, Ear. These are pretty important, but not as critical.

Then least important are the control only slots (Non-chest body pieces): Head, Hands, Waist, Legs, Boots.

I’m confused! There’s so much DoH gear! When do I upgrade?

We made tables of that. The first one represents all pieces worn on the body. Left is most important (chest). Followed by accessories, then non-chest body pieces. (Click the class to sort by it or enter your level in the search box!)

LevelChestNeckEarWristRingsHeadHandsLegsFeetWaist
1xxxxxxx
2
3
4
5xxx
6xx
7
8
9xx
10xxxxx
11
12x
13
14
15xxxxxx
16x
17
18xxx
19xx
20xxxx
21x
22
23x
24xxx
25xxxx
26xx
27xxx
28xxxx
29xxx
30x
31xx
32x
33xxx
34x
35xxxx
36x
37xxx
38xxxxxx
39xx
40x
41xxxxx
42x
43xxxxx
44xxx
45xx
46xxxxxx
47x
48xxxxxx
49x
50xxxxxxx

 

Disciple of Hand (DoH) Main-Hand Weapons

We were surprised they weren’t uniform either… (Click the class to sort by it or enter your level in the search box!)

Level (Main Hand)ALCARMBSMCULCRPGSMLTWWVR
1xxxxxxxx
2
3
4
5
6
7
8xxxxxxxx
9
10
11xxxx
12xxxx
13
14xxxx
15xx
16xx
17
18xxx
19xxxx
20x
21xxx
22
23xxxx
24xxxx
25
26
27
28xxxxx
29xxx
30
31xxxx
32xx
33
34xxxxxxx
35
36
37x
38xxx
39xxxx
40x
41
42
43xxxxxxx
44x
45
46
47
48xxxxxxxx
49
50xxxxxxxx

Disciple of Hand (DoH) Off-Hand Weapons

Non-uniform levels here as well… (Click the class to sort by it or enter your level in the search box!)

Level (Off-Hand)ALCARMBSMCULCRPGSMLTWWVR
1
2
3
4
5xxxxxxxx
6
7
8
9
10
11xxxxxxxx
12
13
14
15xxxx
16xxxx
17
18
19xx
20xxx
21xxx
22
23xx
24xxx
25xxx
26
27x
28xxxx
29xxx
30
31xxxx
32x
33xxx
34
35xxxx
36x
37
38xxx
39xxxx
40x
41
42
43xxxxxxx
44
45x
46
47xxxxxxx
48
49
50xxxxxxxx

Cost efficient Disciple of Hand Gearing strategy

Of course, if you can afford all pieces and you’re planning to get all crafting classes to 50, investing in good gear for every tier is going to pay off MASSIVELY. Do you NEED them? No, not really. So here we discuss how and when you should buy gear…

Main Hand, Off-Hand and Chest should be upgraded as often as you can. (As a very general rule, check every 4 levels. Look at the table above to be more specific). You can ditch the level 47 ones since you’re nearing 50 anyway.

Accessories are also very important. They aren’t that expensive, and CP really does alot for you. You can skip the copper tier, and begin your investment in brass (Level 15~19). You can live to 50 with this, but I prefer upgrading this all the time. Electrum Choker(49) and Red Coral Earrings(45) should be picked up ASAP since they are best in slot.

Non-chest body pieces are the least priority. You should get a complete HQ low-level set (15~) at least, as they’re inexpensive. You can comfortably get to 50 with this. If you want to upgrade, I would suggest skipping the Velveteen tier (expensive). Upgrading to the Linen tier (Level 32-38 for a complete set), since it’s much cheaper than Velveteen and Felt. And live with that until you’re 50. I wouldn’t really invest in Felt because you’ll be 50 soon after. Raptorskin Merchant Pouch (48) is an exception. It’s the best possible waist slot right now, and you might as well pick up an HQ as soon as you can.

Investing in gear getting to 50 is worth it, and becomes more so when you plan to get more than one class to 50. Using the guidelines above, and tables, you don’t need to be confused and check the MB every time you level up. Hopefully this helps you out!

So you got to 50, ey? Then it’s time to gear up. Check this out: Crafting End-Game Gear (+Max Melds) Guide.

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FFXIV Caduceus Strategy Guide (Coils Turn 1)

Turn this fight from an epic mess of confusion into a breeze. Our guide to Caduceus – Binding Coils of Bahamut Turn 1 boss!

Ah, if you thought Titan Hard Mode was difficult, this guy will “WELCOME” you to coils! While the mechanics of Caduceus are very simple – positioning and overall strategy are the key to defeating him!

Caduceus Video Guide

Abilities

First, let’s discuss the abilities you’re going to see from caduceus. Note that he does not gain or lose abilities throughout the fight.

Basic Attack – Caduceus’ Basic attack is a (seemingly) 180 degree frontal cone. Only the tanks should ever be hit by this.
Hood Swing – Extreme Damage Frontal Cone.
Whip Back – (aka Tail Swipe) Exactly as it sounds. A devastating back facing cone AoE.
Acid Slime Spit – Spits at random raid member and leaves a green floor effect that does DoT and Heavy.

The next three mechanics are the “core” to Caduceus’ fight.

Steelscales – Buff that increases damage but can be “cleaned” by feeding him a Dark Matter Slime. Feeding Caduceus a slime will heal him depending on the percent life remaining on the slime.

Glowing Floor Tiles Spawns Dark Matter Slime (From here on referred to as “Slime”) on whoever is standing on one at the end of the glow duration.

Dark Matter SlimesWill explode if they are too far from whoever spawned them. Instantly killing anyone in a huge AoE. They pack a surprising punch, and can be a problem when the spawner gets hit by a random acid spit.

General Strategy

Caduceus’s fight revolves around managing stacks of Steel Scales. He gains a stack roughly every 45 seconds. To remove stacks you must “feed” Caduceus a slime by first spawning one (Standing on a glowing tile), then bringing it near him. As mentioned above Caduceus heals himself whenever he eats a slime, so make sure the slime is at the smallest possible health before feeding it to him.

“These platforms seem random!? How can we predict which tiles glow?
Relax – we have an image for that.

ffxiv caduceus platforms tiles patterns

The colors represent the possible platforms that will light up at any given time. There are four possible patterns. Which pattern spawns between the four is completely random, and the same pattern may appear twice in a row.

Slime Feeding Tips

Caduceus frontal cone is HUGE. It can and will destroy you if you pass anywhere near his front. Approach him from the center as much as possible. Keep in mind Tailswipe exists, so the closer you are to his center, the better. While it seems safe to pass behind him, if you get slowed into a tailswipe, you’re going to regret it.

 

Caduceus Pre-fight Preparation

Organize yourselves into two teams of 1 Tank, 1 Healer and 2 DPS.

What position do you guys use!? We will discuss that at the bottom of the guide. There are many possible positions, each with their pro’s and con’s.

Caduceus Phase 1 (Pre-Split) Phase

Caduceus hits hard. There’s no way around that. It only gets worse for each stack he gains. So you must succeed at spawning and feeding each time the platforms light up. Each time you miss it, it means you have to get two slimes on the next glowing tiles. That can get messy quick, especially post-split phase.

Your primary goal in Phase 1 is to make sure Caduceus has no Stacks of Steel Scales shortly before he reaches 66% HP (when he splits in two)

How can you ensure that!? Our strategy here is to make him split shortly after the second slime. Save DPS cooldowns for after the second slime and melt him to 66% before he gains another stack. (At our current gear level it can be done after the first. So if your group lacks DPS, try to make him split after the third slime!)

Help! Our DPS is too fast/slow and he splits with a stack of Steel Scales! STOP DPS if you think he will split while he has stack. I’m not kidding. Stand and do nothing if you have to.

Got him to split without stacks? Good. Now on to arguably the most difficult part about Caduceus, the split phase.

Caduceus Split Phase (P1 – P2 Transition)

While not technically a phase, most wipes will come from “Messy splits”.

Your ONLY GOAL in the next 5-10 seconds in this phase is to reposition the clone a fair distance away from the original. What could go wrong? Well….

Basically you want to maximize the chances that your off-tank picks up and settles into his new position. Everyone can do their part during this phase.

Melee DPS – Disengage the boss for a few seconds. Don’t worry about lost DPS. Caduceus frontal cleave is insane, and will sometimes do it (or worse, Hoodswing / Whip Back) while splitting. It doesn’t happen always, but it’s best not to take chances. “But I’m losing DPS if i stop for a bit! I LIVE FOR THE PARSER!”. You do zero DPS when you’re dead, son. “He tailswiped while splitting! That Doesn’t always happen!!!” You can’t say we didn’t warn you.

Healers – Do not apply HoT (Regen, Whispering Dawn, Medica 2) shortly before splitting. Virus helps, too. Make sure Stoneskin is up on the off-tank BEFORE the split.

Main Tank – Use a damage mitigation skill during this time. If healers heal you too much while this phase is ongoing, they will pull aggro.

Off Tank – Yep, the most stressful part of the fight for you. If you’re in a PUG you’re going to get blamed alot. Smack the clone with your best aggro generating skill and make him stick until you settle into your designated spot. Provoke, Tomahawk/Shield Lob are your friends here.

Caduceus Phase 2 (Post-split)

Both copies of Caduceus retain all the abilities from the Phase 1 (Pre-split). The clone hit exactly as hard as the original one. Hooray! And did I mention slime spawning and feeding continues in this phase, only this time doubled? Great! Also expect to see two to three times more random acid spitting!

Your primary goal in this phase is to DPS both of them as equally as possible.

The only new mechanic is that when both copies of Caduceus are brought near each other, or when one dies, the fight progresses into the Final Phase.

Caduceus Final Phase (Two possibilities)

Caduceus will enter the final phase if one of these two things happen:

  • They are moved too close to each other.
  • One clone dies.

Scenario 1 (Unfavorable): Aggro messes up and one Caduceus moves towards the original one, they combine. This will likely result in a Wipe

Scenario 2 (Emergency): You guys were Soooo clooose, but one of your tanks die, and Caduceus found his buddy. They combine (Total life equals sum of both HP)

  • Scenario 2 still sucks, but it’s an “emergency plan” that happens more often than you think! We got our first kill on Caduceus in this circumstance. If this happens, you have to kill him quickly! This would be a good time to use DPS Limit Break. You have a limited time to kill him, as at any time he combines he will gain stacks extremely quickly, eventually one shotting your tank – and you.

Scenario 3 (Ideal) : One clone dies while the other is below 5%. All dps move to the remaining clone and kill him. You have a short grace period here before he starts going crazy with gaining stacks. Again, another good time to use DPS Limit Break, as there wont be any other chance to.

How to position in Caduceus

We haven’t really checked other guides, but we get alot of messages asking for this because of the extremely confusing (or vague) positioning mentioned in other places. Here’s our strategy…

coils bcob turn 1 caduceus positioning ffxiv arr

We ignore the South of the map completely, forcusing our entire group in the north.

Pros of our positioning Strategy:
– Healers can heal all members easily, and effectively assist each other.
– AoE heals reach everyone.
– All members have access to all pattern types.

Cons of our positioning Strategy:
– Our tight position makes acid spit a problem. It can get out of hand easily.
– More prone to AoE Damage.
– Little to no room for unnecessary movement.

Caduceus (Turn 1) Loot List

TankHealerCasterMNKDRGBRD
Weapon------
Off-HandAllagan Round Shield-----
Head--Allagan Circlet of Casting---
BodyHeavy Allagan Armor---Allagan Cuirass of Maiming-
Hands-Allagan Gloves of Healing---Allagan Gauntlets of Aiming
Waist----Allagan Tassets of Maiming-
Legs---Allagan Trousers of StrikingAllagan Trouseres of Maiming-
BootsHeavy Allagan Flanchard-----
NeckAllagan Choker of Fending-----
Earrings-Allagan Earrings of Healing--Allagan Earrings of Maiming-
Bracelets---Allagan Bracelets of Striking-Allagan Bracelets of Aiming
Ring--Allagan Ring of CastingAllagan Ring of Striking--

Well, that was long! It’s still missing some parts, but hopefully we can complete it soon!

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FFXIV ARR Titan Hard Mode

Getting tired of Titan? Are you stuck in Titan Hard Mode? Keep your hopes up and let us guide you through one of the most fulfilling fights in FFXIV ARR.

 

From deep within their mines, the kobolds have watched and waited for another opportunity to summon their Great Father and wreak havoc on Limsa Lominsa. With the destruction of Ultima Weapon, the final obstacle to their plans was removed, allowing the beastmen to summon their god without fear of imperial reprisal. Once more, it falls to you to ensure that the Lord of Crags never sees the light of day.

The first LEGIT Gear check in the game, and if you have lag issues, get ready to die in this fight! We had fun learning how to play Titan and beat him. We will show you two videos below, one is our first defeat of Titan and the second is where we helped a few of our FC members get past him.

Our very first Titan HM Kill:

One important thing to note is, all non-tank players must ideally have more than 3,500 life to survive this fight (specially important in the last phase where he does 6-8 Tumults straight). Lag and slow reaction time also play a major factor in beating Titan, you must be focused, know his rotation and position yourselves carefully in order to win.

Team Compositions:

  • PUG: 2 Tanks, 2 Healers, 4 DPS (The type of party you get from duty finder)
  • 3 Healers: 1 Tank, 3 Healers, 4 DPS (Safest run, best for lesser geared groups)
  • 5 DPS: 1 Tank, 2 Healers, 5 DPS (Ideal for more experienced groups)
  • Carry: 1 Tank, 2 Healers, 3-4 DPS, 1-2 Carry (when we want to get a guild member through)

Abilities

In hard mode, Titan has some a new rotation with new abilities also

  • Landslide (Pushback): Like in Titan Story mode, watch out for this frontal pushback ability, if you get hit chances are you will fall from the stage, and the moment one party member falls its practically a wipe.
  • Tumult (AoE): Back with a vengeance, in post heart phase, Titan can dish out 6-8 Tumults in succession.
  • Weight of the Land (Plumes): Another skill from Titan Story mode, this time with a vengeance. It’s important the team positions themselves so that when he casts this they can move away to a safe position.

FFXIV-ARR-Titan-Hard-Mode-Bomb-1 FFXIV-ARR-Titan-Hard-Mode-Bomb-2 FFXIV-ARR-Titan-Hard-Mode-Bomb-3

  • Bomb Boulders: A new mechanic, Titan calls down bombs that explode in a certain pattern, there are 3 types to watch out for but the rule of thumb is, the first bomb to light up is the first bomb to go
    • Type 1: Clockwise detonation, tanks will either take one bomb damage or hide between two bombs so they do not get hit (takes practice to hide believe me!)
    • Type 2: We call this the easy bombs, just find a safespot in either the N,S,W or E areas of the map
    • Type 3 (Post heart only) : This is where it gets tricky, 3 bombs get dropped parallel to each other. In this set the middle group of bombs always blow up first. So you want to stay where the last set will blow and immediately move to the middle once it blows up. (Titan usually casts Landslide right after these bombs show up, the moment he lets go of Landslide is when we move to the center)
  • Gaol: Much like the Story Mode mechanic, a random party member will get imprisoned and will be tagged with a determination down debuff (it’s important that the healers strip this debuff after the party member gets freed from the Gaol). Also, Titan sometimes casts Landslide on an imprisoned member of the team, make sure you wait till after he casts Landslide to free your team member.
  • Geocrush (Jump): Just like in Story Mode, Titan Jumps up and after each jump the stage gets smaller, key position here is to group up so that healers can cast their AoE heals before going back into position
  • Earthen Fury (Ultimate): Same mechanic in story mode, if you do not defeat his heart in enough time Earthen Fury will destroy you! This is a DPS check and you will need to your whatever limit break you have to kill the heart. We usually time this right after the last Weight of the Land in the heart phase.
  • Mountain Buster: Heavy hitting frontal cone attack (never stay near the tank in this phase or you will fall. Tanks need to time their mitigation for this skill if they are not topped up.

 

General Strategy for roles:

Tank: Positioning is important, mitigation should be timed. You want to position Titan as close to the edge as possible to give your party enough space behind to move around and dodge ‘Weight of the Land’. Positioning is also important during the ‘Bomb Boulder‘ phases. In our FC, it is the tanks job to memorize Titan’s rotation and call out ‘Weight of the Land‘ and ‘Mountain Buster

FFXIV-ARR-Titan-Hard-Mode-Bomb-Boulder-Type-1-Tank-Position

Healer: Healers are the key to this fight, if one falls you are in for a ride! Positioning is important for healers to make use of their AoE abilities, after each Geocrush, Healers need to pre-cast their heals so the party gets topped up and during the post heart phase the healers need to ensure they top-up the tank before ‘Mountain Buster’ and also pre-cast AoE heals before he does ‘Tumult

DPS: All the DPS need to be careful of is avoiding Landslide, Weight of the Land and getting to know positioning during the bomb phases. They must also be conscious of their position so that the healers can have a place to run to when weight of the land hits.

Titan Hardmode Infographic

FFXIV-ARR-Titan-Hardmode-Infographic-Visual-Guide

1st Phase (Pre-heart)

Skill rotation: Landslide, Tumult, GEOCRUSH (Jump), REPEAT > Weight of the Land, Landslide, Tumult, GEOCRUSH (Jump), REPEAT > Landslide, Weight of the Land, Bombs, Landslide, Weight of the Land, Gaol, Tumult, GEOCRUSH (Jump)

FFXIV-ARR-Titan-Hard-Mode-Pre-Heart

In the first phase we see Titan showcase some of his new abilities namely the Bomb Bomb rotations. This phase will test how well the group can dodge Landslide and Weight of the Land. You will also be able to get a feel for how much DPS your group can do. Remember to save DPS cooldowns for when he reaches the heart phase

2nd Phase (Heart) 50% life

Skill rotation: Gaol, Landslide, Weight of the Land, Tumult, Gaol, Landslide, Weight of the Land, EARTHEN FURY

One the heart pops out, pop all DPS cooldowns and make sure to free whoever is in a Gaol. Note that when he casts Gaol the second time, the party should ignore the Gaol and focus on defeating the heart. We suggest to use your limit break, whether level 1 or 2 right after he casts the last Landslide or Weight of the Land. Once the heart is defeated immediately focus your attention on the imprisoned party member, if they are not freed from the Gaol before he casts Earthen Fury, the party member will fall.

3rd Phase (Post-heart)

Skill rotation: Mountain Buster, Tumult, Weight of the Land, Bombs, Landslide, Gaol, Mountain Buster, Weight of the Land, Landslide

FFXIV-ARR-Titan-Hard-Mode-After-Heart

The scary phase here are the first 3, most specially for the healers who will need to ensure the tank is topped up just before Mountain Buster and immediately focus on healing the group in time for Tumult. Swiftcast for healers is an awesome and almost critical mitigating skill in this part of the fight.

The Bomb phase always takes first timers by surprise. The key to dodging the bombs in this phase is not to PANIC. in the Bombs Type 3, always remember that the middle bombs will explode first, simply find where the last exploding set of bombs are and stay in that area (dont be afraid to stand next to a bomb! you will need to move because he casts landslide) just remember to move to the center right after he lets go of landslide.

One more thing to note is that when he reaches about 25% life he increases the amount of Tumults he does from 6 to 8 times, this is where AoE healing and positioning is key.

Visual Notes on the Titan Hard Mode Fight

Dont Release your Party Members from the Gaol until after he casts landslide on them like so:

FFXIV-ARR-Titan-Hard-Mode-Gaol-Landslide

This is an example of Type 3 Bombs, in this case I move with the party to my left, and wait for Titan to cast landslide and then move to the middle

FFXIV-ARR-Titan-Hard-Mode-Bomb-Boulder-Type-3-Example

FFXIV-ARR-Titan-Hard-Mode-Bomb-Boulder-Type-3-Run

Sample Positioning for Weight of the Land

FFXIV-ARR-Titan-Hard-Mode-Weight-of-the-Land-Positioning

The three main reasons people die at Titan hard:

  1. Weight of the land: Your dps and healers should already look for where to run BEFORE weight of the land hits. Because of this, unnecessary movements should be avoided. If you know WHEN the next weight hits, and WHERE to run beforehand, you will dodge it 100% of the time, believe me.
  2. Type 3 Bombs: The triple line bomb formation is the reason most people die. To be honest, it’s largely because they panic. All non-tank players should simply move to the middle-bomb of the last set that spawned. Once titan punches the ground, move towards the center. Simple as that!
  3. Mountain Buster: Both the tank and the healers should be aware of when the next “table flip” occurs. Tanks can pop a cool-down, and healers can pre-cast shields and heals. Note that every random damage that happens to the raid makes it harder for healers to keep the tank up to 100%. As a DPS, you got one job: Avoid damage.

Finally, Good Luck in your fight with Titan!

FFXIV-ARR-Titan-Hard-Mode-Thanks

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FFXIV ARR Botany Node Locations

Where is that Mature Tree? I can’t find that Lush Vegetation!! NO MORE!

Remember on the upper right of the table you can use the Search/Filter box. For example you can search for Specific Materials, Areas, Node Levels or a combination of all (Ex. 15 shroud).

 

Mature Tree & Lush Vegetation Materials & Locations

Material NameItem LevelPerceptionNode LevelLocationZoneNode ID
Allagan Snail2195Jadeite ThickCentral Shroud05a
Maple Branch5225Jadeite ThickCentral Shroud05a
Latex1185Jadeite ThickCentral Shroud05a
Ice Shard15Jadeite ThickCentral Shroud05a
Wind Shard15Jadeite ThickCentral Shroud05a
Maple Log3205Jadeite ThickCentral Shroud05a
Beehive Chip5225Blessed BudNorth Shroud05b
Cinnamon4215Blessed BudNorth Shroud05b
Maple Sap2195Blessed BudNorth Shroud05b
Earth Shard15Blessed BudNorth Shroud05b
Crow Feather102710East VeinCentral Shroud10a
Ash Branch92610East VeinCentral Shroud10a
Wind Shard110East VeinCentral Shroud10a
Ash Log82610East VeinCentral Shroud10a
Tinolqa Mistletoe62310East VeinCentral Shroud10a
Cock Feather62310Spineless BasinCentral Thanalan10b
Cloves102710Spineless BasinCentral Thanalan10b
Lightning Shard110Spineless BasinCentral Thanalan10b
Ash Branch92610E-tatts SpireNorth Shroud10c
Earth Shard110E-tatts SpireNorth Shroud10c
Ash Log82610E-tatts SpireNorth Shroud10c
Tinolqa Mistletoe62310E-tatts SpireNorth Shroud10c
Kukuru Bean92610CedarwoodLower La Noscea10d
La Noscean Orange72410CedarwoodLower La Noscea10d
Earth Shard110CedarwoodLower La Noscea10d
Gridanian Chestnut143815The Matron's LetheCentral Shroud15a
Wind Shard115The Matron's LetheCentral Shroud15a
Elm Log123515The Matron's LetheCentral Shroud15a
Buffalo Beans123515The Matron's LetheCentral Shroud15b
Wind Shard115The Matron's LetheCentral Shroud15b
Marjoram153915The Matron's LetheCentral Shroud15b
Tree Toad113515The Matron's LetheCentral Shroud15b
Carnation133615Bentbranch Meadows (S)Central Shroud15c
Cotton Boll143815Bentbranch Meadows (S)Central Shroud15c
Wind Shard115Bentbranch Meadows (S)Central Shroud15c
Lavender123515Bentbranch Meadows (S)Central Shroud15c
Chanterelle113515Bentbranch Meadows (S)Central Shroud15c
Black Pepper143815The ClutchCentral Thanalan15d
Lightning Shard115The ClutchCentral Thanalan15d
Yellow Ginseng113515The ClutchCentral Thanalan15d
Alpine Parsnip153915The ClutchCentral Thanalan15d
Rye113515Sunrise GateWestern Thanalan15e
Moko Grass113515Sunrise GateWestern Thanalan15e
Water Shard115Sunrise GateWestern Thanalan15e
Coerthas Carrot133615Sunrise GateWestern Thanalan15e
Grass Viper123515Sunrise GateWestern Thanalan15e
Ruby Tomato153915Seasong Grotto (E)Middle La Noscea15f
Sunset Wheat113515Seasong Grotto (E)Middle La Noscea15f
Straw123515Seasong Grotto (E)Middle La Noscea15f
Fire Shard115Seasong Grotto (E)Middle La Noscea15f
La Noscean Lettuce133615SummerfordMiddle La Noscea15f
Cinderfoot Olive133615La Thagran EastroadLower La Noscea15g
Lowland Grapes113515La Thagran EastroadLower La Noscea15g
Earth Shard115La Thagran EastroadLower La Noscea15g
Cieldales Spinach143815La Thagran EastroadLower La Noscea15g
Highland Parsley153915La Thagran EastroadLower La Noscea15g
Ogre Pumpkin133615Nophica's WellsWestern Thanalan15i
Garlean Garlic111115Nophica's WellsWestern Thanalan15i
Water Shard115Nophica's WellsWestern Thanalan15i
Wild Onion123515Nophica's WellsWestern Thanalan15i
Faerie Apple165820Nine Ivies (W)East Shroud20a
Yew Branch206520Nine Ivies (W)East Shroud20a
Wind Shard120Nine Ivies (W)East Shroud20a
Yew Log196320Nine Ivies (W)East Shroud20a
Wind Shard120Nine Ivies (SW)East Shroud20b
Galago Mint165820Nine Ivies (SW)East Shroud20b
Belladonna186220Nine Ivies (SW)East Shroud20b
Gil Bun196320Nine Ivies (SW)East Shroud20b
Grade 1 Carbonized Matter2020Aleport (N)Western La Noscea20c
Ice Shard120Aleport (N)Western La Noscea20c
Lightning Shard120Black BrushCentral Thanalan20d
Nopales186220Black BrushCentral Thanalan20d
Lalafellin Lentil176020QuarterstoneWestern La Noscea20e
Paprika165820QuarterstoneWestern La Noscea20e
Ice Shard120QuarterstoneWestern La Noscea20e
Fire Shard120SandgateEastern Thanalan20f
Popoto186220SandgateEastern Thanalan20f
White Scorpion206320SandgateEastern Thanalan20f
Sun Lemon176020CedarwoodLower La Noscea20g
Earth Shard120CedarwoodLower La Noscea20g
Gridanian Walnut217225Upper PathsSouth Shroud25a
Ice Shard125Upper PathsSouth Shroud25a
Walnut Log247825Upper PathsSouth Shroud25a
Matron's Mistletoe237625Upper PathsSouth Shroud25a
Noble Grapes227425OakwoodUpper La Noscea25b
Pixie Plums217225OakwoodUpper La Noscea25b
Sticky Rice258025OakwoodUpper La Noscea25b
Earth Shard120OakwoodUpper La Noscea25b
Chamomile247825OakwoodUpper La Noscea25b
Ala Mhigan Mustard237625Drybone (N)Eastern Thanalan25c
Pearl Ginger247825Drybone (N)Eastern Thanalan25c
Millioncorn258025Drybone (N)Eastern Thanalan25c
Fire Shard125Drybone (N)Eastern Thanalan25c
Button Mushroom227425Drybone (N)Eastern Thanalan25c
Chocobo Feather2910130Silent ArborSouth Shroud30a
Alligator Pear3010430Silent ArborSouth Shroud30a
Moor Leech3010430Alder SpringsNorth Shroud30b
Wizard Eggplant279730Alder SpringsNorth Shroud30b
Jade Peas269530Alder SpringsNorth Shroud30b
Midland Cabbage289930Alder SpringsNorth Shroud30b
Grade 2 Carbonized Matter3030Three-malm BendMiddle La Noscea30c
Fire Crystal2630Three-malm BendMiddle La Noscea30c
Red Pigment2830Three-malm BendMiddle La Noscea30c
Grade 2 Carbonized Matter3030Upper PathsSouth Shroud30d
Ice Crystal2630Upper PathsSouth Shroud30d
Grey Pigment2830Upper PathsSouth Shroud30d
Grade 2 Carbonized Matter3030BloodshoreEastern La Noscea30e
Water Crystal2630BloodshoreEastern La Noscea30e
Blue Pigment2830BloodshoreEastern La Noscea30e
Grade 2 Carbonized Matter3030BentbranchCentral Shroud30f
Wind Crystal2630BentbranchCentral Shroud30f
Green Pigment2830BentbranchCentral Shroud30f
Grade 2 Carbonized Matter3030PeacegardenNorth Shroud30g
Earth Crystal2630PeacegardenNorth Shroud30g
Brown Pigment2830PeacegardenNorth Shroud30g
Yellow Pigment2830PeacegardenNorth Shroud30g
Grade 2 Carbonized Matter3030Spineless BasinCentral Thanalan30h
Lightning Crystal2630Spineless BasinCentral Thanalan30h
Purple Pigment2830Spineless BasinCentral Thanalan30h
Tarantula3511535Lower PathsSouth Shroud35a
Oak Branch3110635Lower PathsSouth Shroud35a
Oak Log3210835Lower PathsSouth Shroud35a
Desert Saffron3511535Broken WaterSouthern Thanalan35b
Laurel3411335Broken WaterSouthern Thanalan35b
Aloe3210835Broken WaterSouthern Thanalan35b
Wildfowl Feather3411335Camp TranquilSouth Shroud35c
Flax3110635Lower PathsSouth Shroud35c
White Truffle3311035Lower PathsSouth Shroud35c
Dragon Pepper3511535BloodshoreEastern La Noscea35d
Midland Basil3210835BloodshoreEastern La Noscea35d
Mandrake3311035BloodshoreEastern La Noscea35d
Salt Leek3411335BloodshoreEastern La Noscea35d
Iron Acorn3611740Raincatcher Gully (Docks)Eastern La Noscea40a
Almonds4012640Raincatcher Gully (Docks)Eastern La Noscea40a
Nutmeg3912440Raincatcher Gully (Docks)Eastern La Noscea40a
Mahogany Log3711940Raincatcher Gully (Docks)Eastern La Noscea40a
Maiden Artichoke3812240Raincatcher Gully (Docks)(S)Eastern La Noscea40b
Ramhorn Zucchini3912440Raincatcher Gully (Docks)(S)Eastern La Noscea40b
Mugwort3711940Raincatcher Gully (Docks)(S)Eastern La Noscea40b
Blood Currants3611740Lower Paths (E)South Shroud40c
Thyme3912440Lower Paths (E)South Shroud40c
Rolanberry4313345Camp Bronzelake (E)Upper La Noscea45a
Sagolii Sage4112845Camp Bronzelake (E)Upper La Noscea45a
Dart Frog4513745Camp Bronzelake (E)Upper La Noscea45a
Black Scorpion4213145Camp Bronzelake (E)Upper La Noscea45a
Mirror Apple4213145Camp Dragonhead (W)Coerthas45b
Mistletoe4413545Camp Dragonhead (W)Coerthas45b
Rosewood Branch4716150The Bramble PatchEast Shroud50a
Rosewood Log4615550The Bramble PatchEast Shroud50a
Grade 3 Carbonized Matter50050The Unholy HeirCentral Thanalan50b
Maiden Grass5016850Forgotten Springs (S)Southern Thanalan50c
Thanalan Tea Leaves4816450Forgotten Springs (S)Southern Thanalan50c
Lava Toad4916650Forgotten Springs (S)Southern Thanalan50c

To be added: 40-50+ nodes to follow.

More Info:
Gathering General Guide |
Botany FAQ | Botany Leveling Guide

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FFXIV ARR Cross Class Skill Guide

Read our Role Actions Guide
for an update version of cross class skills. 

 

So we’ve been getting a lot of request for listing a cross class table that is up to date. Here it is, we have also listed separate cross class tables per Job/Class which we will update in this page in the next few days.

Let us know if you have any feedback in the comments.

Few things to note:

  1. Hover over a skill name to see their entry in XIVDB (note that not all skills are up to date in XIVDB)
  2. All skill tooltips from XIVDB seem to be TRAITED. The actual skills useable as cross-class are UNTRAITED.
  3. All descriptions are up to date as of 12-Oct-2014.
Skill NameBRDWHMPLDWARMNKDRGBLMSCHSMN
Straight Shotx
Raging Strikesxxx
Venomous Bitex
Hawk's Eyexxx
Quelling Strikesxxx
Stonex
Curexx
Aeroxx
Cleric Stancexx
Protectxxx
Raisexxx
Stoneskinxxx
Savage Bladexx
Flashxx
Convalescencexx
Provokexx
Awarenessxx
Foresightxxxx
Skull Sunderxxxx
Fracturexxxx
Bloodbathxxxx
Mercy Strokexxxx
Featherfootxxxx
Second Windxxxx
Haymakerxxxx
Internal Releasexxxx
Mantraxxxx
Feintxxx
Keen Flurryxxx
Impulse Drivexx
Invigoratexxx
Blood for Bloodxxx
Thunderxxxx
Surecastxxxx
Swiftcastxxxx
Ruinxxxx
Bioxxxx
Physickxxxx
Virusxxxx
Eye for an Eyexxxx

 

We also have a discussion and recommendation guide for each class:

Bard Cross Class Skills Guide

Paladin Cross Class Skills Guide

Dragoon Cross Class Skills Guide

Warrior Cross Class Skills Guide

Monk Cross Class Skills Guide

Summoner Cross Class Skills Guide

Scholar Cross Class Skills Guide

White Mage Cross Class Skills Guide

Black Mage Cross Class Skills Guide

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