For the Dynamo/Chariot, the only time i've ever heard those callouts is when people are talking about callouts, never in game. It's always just been In/Out during an actual encounter.
dynamo/chariot are more specific when describing mechanics -- in/out works for callouts but the shape you're going in or out of could be anything. Dynamo/Chariot means specifically a circle
I remember you wishing that we had a better hall of the novice system in the future. While I still think that something like that is far away, having a guide like this which consolidates all combat is so useful for new players. I can tell already that this video will be a valuable resource for new players in the coming years. I'll be sure to send this to friends interested in starting ff14.
20 mins in and realising how much knowledge I have that I just take for granted that a new player wouldn't even know they should know that they don't know it...
I'm very surprised you skipped on the HP bars being able to be assigned based on Role instead of a general colour which is fantastic for indicating who is what at a quick glance, but as you said there's so much to talk about here, it's hard to remember and mention everything. Absolutely massive video that probably took a crazy amount of time, and future videos which will take even more coming up. Congrats and well done on this one!
Excellent guide! I would actually suggest breaking out the part on mechanic markers into it's own video as well because that the sort of thing that could benefit a huge portion of the player base who may not want to or know to look for it in a Combat 101 Guide.
I've been considering doing that, I felt a little bad about the idea of essentially reusing something I made for two videos but I've seen a couple of people mention it, so I might expand the section a little and release it bespoke, good idea!
I think it is worth mentioning about the Gaze attacks that you actually want your character model to face away from the eye, not just the camera, I've had newbie friends wonder what happened to them in such instances. Thanks for the massive work !
Ive raided most savage and ultimate combat in this game with a preference for melee, I had no idea about the display indicating whether or not I am auto-attacking(note I knew via context so never needed to look). For teaching me something I didn't know, here's a like.
I really, really loved this video. one tiny bit of feedback is that the choice of background music was too loud at points especially during its crescendo moments and brought back ARR PTSD from various mini trials xD. Apart from this rather petty critique, this video was so wholesome and genuinely useful. Your presentation style and method of teaching is a prime example of andragogy. Thank you so much for taking the time to create this wonderfully useful and detailed guide. May you ever walk in the light of the crystal.
Super comprehensive! There are so many aspects of FFXIV combat that aren't fully explained in game, and I'm sure this will be helpful for a lot of sprouts joining the game leading up to and after DT drops.
I love watching videos of people doing something really well. Very useful, interesting, and satisfying. This showcases this perfectly. I have been playing ninja for about a year now and getting into healing now. Super excited about best practices/ hud/play style / tips for healing specifically!
Ive never heard the term dynamo nor chariot in raid: its always been "donut" or simply "in", while the other shape has always been "out" or "point-blank"
It tends to be to understand what you need to do as you see it. "Oh that's a Dynamo, watch for Chariot" That tends to tell all the players what is happening, and what it means with little explanation. Then as you are doing it, and making calls, In or Out is faster to say, so you'll say that.
@@klownzorz Dynamo and Chariot specifically come from the names of those moves when those aoe indicators were first introduced in Coils on Nael. For many people, those names just stuck. I've heard all variations of it.
Absolutely worth mentioning in the UI settings is the party effects. NEVER change this to "Show none" as it removes any positive fields like Asylum or mitigation fields like Sacred Soil from your screen meaning you may be unintentionally making your healers life harder.
At 2:20 when you are explaining the holy trinity and mentioning healer and DPS, it highlights the opposite role. Healer highlights DPS/DPS highlights healer. Love your content Rinon!
Thank you so much for EVEN considering making this video!!! i genuinely couldn’t find good guides on the basic fundamentals of the combat in ffxiv so this is what i exactly needed
Thank you thank you thank you!! I started playing FFXIV in January and have been looking for a video like this, but had never found one, til now. This was really thorough, it was SO helpful to have all of that info in one video (instead of 20 different ones), and I learned a couple of new things too. I'll be referencing this as I keep playing through the game :)
This is such a great guide, and I truly appreciate the effort you've put into it. As I was watching, I realised I'm already well on my way to becoming a better player. :)
I just started playing a few weeks ago and have a level 35 tank(marauder) and a level 13 ranged dps(arcanist) and have been trying to learn the best i can at how to be useful in group content, and this video has been soo helpful and ill definitely be coming back to it. Thank you(:
I dunno if you mention this later or something but i think it's important to note, max melee range is actually a bit further away than your max auto attack range, so you should be mindful of standing a bit closer than the distance at which your melee GCDs become usable if you want to be doing full damage. ~
Wait, what? On MNK and melees I've experienced the opposite. Even a step out of gcd range my autos still come out. Maybe I remember this in shb or ur not talking about non-melees though?
Good video, I will mention, the Battle Music in the background is quite distracting. Maybe this is subjective, but i feel it would be easier to follow if there was more ambient music playing.
For new tanks the aggro list is one thing that they always overlooked, they often get confused as to which goon is doing them AoEs and have no idea who to kick.
Thanks so much, I started this game two weeks ago and I just beat Titan last night. I've been looking for a video like this. I really like playing with other people but I hate potentially being a burden because I don't know how certain things work.
Dynamo/chariot is dead no one says that anymore unless they want to tell you they started the game before you. Donut is more common, but mostly people say in/out with specifics being mostly irrelevant.
I think there is a small note to put at 20:00. The enmity colors are a bit more than Yellow, Orange and Red, being 3,2,1. You can be second in aggro, but still have a blue color, since the tank may have a large lead in overall enmity relative to you. Would it be viable to say the Yellow, Orange, and Red colors on the enemys aggro list mean your relative enmity to the maximum amount aka tanking the mob?
I've got over 3,000 hours in this game, been playing since the end of heavensward, and even I learned something new from this video. Very in-depth and comprehensive, an absolute must to watch for anyone wanting to break into optimizing their gameplay better 👍
Way late to this video, but one thing for the macro section of it. When you repeat a line in that macro over and over (let's say " /ac "Shirk" ) for as many lines as you have left available in a macro window, you essentially create a 'fake buffer window' - while still not perfect, it makes oGCD macros FAR more responsive and less likely to cause clipping, as (usually) 13 back-to-back attempts at using the action will get closer to the very end of the animation lock of your prior oGCD or GCD than just mashing the macro does, itself.
Gaze mechanics are for your character to look away from, not for you to look away from, just in case anyone got confused. what your camera sees is of no consequence to the game
For the Mechs Snapshot section, there's a third type of common snapshot method, which is audio cue. Typically with audio cues, a specific sound (or boss dialogue) plays, and the snapshot occurs when the sound ends. Classic example is in Garuda Ex or UWU for Feather Rain, where there's a distinct scream letting you know to move quickly. Once the scream is over the mechanic is snapshot. Another example is actually the Pinax Lightning shown 54:30 ; the lightning snapshot is actually sound-based as opposed to "feely craft."
54:31 - The most egregious example of the "feely-craft snapshot" I can think of is p10s. Silkspit doesn't confirm damage until shortly before the attack landing, as the cast bar finishes about 10s before the attack itself happens. I remember panicking a bunch during prog and reclears about whether or not I actually timed my Addle correctly as I mostly time my Addles according to the cast bar
I personally never found that one particularly egregious because while the cast completes well-before the damage snapshots, there's still the secondary indicator of the AoE circles from the webs pulsing several times before the damage finishes snapshotting, so I'd just count the number of times the circles flash and pop mitigation when there's two pulses before the webs fall. It's the attacks where the damage is delayed but there's no actual tell audio and/or visual for when the damage is about the snapshot that are bad.
@@Sazandora635 yeah fair. It was just tough for me to time it as an Aus player on NA lol Not to mention the whole panda series was my first ever on-content savage experience, so I’m still kinda new to all that stuff!! That being said, 10s between the completion of the cast and the attack actually happening is still nuts lmao
Some things noticed you missed that are worth mentioning: Playstation Markers - These are an X, Triangle, Square, and Circle marker that appear above players heads, usually in pairs so 2 players will get Circles and 2 players will get Squares ect. I *think* the first time we saw these markers was during Dragonsong's Reprise. You can "Display Target Info Independently" when editing your HUD. This splits your target info bar into 3 parts. The HP Bar, the Cast Bar and the Status Bar. This is useful if you want to make something like the cast bar much larger for easier visibility but don't want to make the HP and Status bar bigger (or in my case I actively make both of those elements smaller). You can split your own personal status bar into 1, 3, or 4 independent groups. If they are in a single group this shows your buffs, debuffs, and even food buffs all in the same bar. Splitting into 3 groups shows these all in their own separate locations. Splitting into 4 groups does the same thing but also takes any conditional buffs you might have (such as Triple Cast on Black Mage, but not Swift Cast for some reason?) in their own separate box. This can make it easier to track when you have certain buffs of debuffs.
Good and thorough video! Two points of critique: while you didn’t say it that I caught, the blue orb player markers get called Defamations a lot; and for Acceleration Bomb rather than just showing the debuff symbol (which honestly I have never noticed outside of the last EW trial myself) I think you should have shown the swirly-dots-dice-countdown player effect. It gets used consistently, even in the Fall Guys collab, and it’s kind of confusing and alarming the first time you see it! A distinctive marker but not one that makes it really obvious that you’re meant to stand still at the end of it.
Eeee! It was so nice to appear in the video, Rinon! Grateful to be able to contribute to such a great player resource, even in a small way. My friend who also appeared in the clip with me is geeking out too lmao. Wonderful stuff!
39:30 it _may_ be worth noting that maximum _skill_ range and maximum _auto-attack_ range inexplicably differ in the game. And not even consistently differ, as it depends on the size of the target's hitbox, iirc, but auto-attack range is typically close to a yalm shorter than skill range. But it's quite a bit easier than it should be to stand within skill attack range, but be outside of auto-attack range and thus losing all of that passive auto-attack damage, which is usually ~10%+ of your overall damage output as a melee. I always try to give a glance to that auto-attack indicator, either over the boss's head or on their target frame, to make sure it's spinning each auto-attack interval, and thus that I'm in range for auto-attacking. Obviously, GCDs are going to do more, so being in range of skills but not auto-attacks is still preferable to being entirely out of range, especially if it lets you keep GCD uptime whilst dodging something, but standing at absolute maximum skill attack range is _usually_ just throwing away free auto-attack damage.
I'd just say to any new player, don't get overwhelmed and scared, thinking the game is more complex than it is. What is described here is the ideal, and you are not expected to execute on all of it to perfection, even in savage level of raiding. The difficulty ramps up slowly and you have time acclimate. But you *should* strive to improve towards this ideal.
For the uptime melee you all should watch the old momo video about it The video is crazy and you'll learn a lot about the game itself even if you're not a meleei
So, I'm one of the few people who know the nuances of pets and how they work. So I'm going to give this information here in case any Scholars, Summoners or (hopefully not due to a pet rework) Beastmasters need it. I didn't see a section specifically dedicated to pets in the chapter list. But before we get into the... terror that awaits us, there are some things you just have to understand with pets: 1. Pets are not smart. 2. If a pet has to follow you, it's not optimal. (There are exceptions to this rule, but they're very niche.) 3. Summoned Pets (Fairies/Summoner pets) cannot be slain anymore, and are not affected by [most] debuffs. 4. Summoned Pets (Fairies/Summoner pets) copy your buffs. (If a rework happens and this doesn't happen, know that SCH/SMN pets will still get your buff bonuses unless they account for this with the rework.) 5. Most of the nuances with pets, including the points above haven't changed since pets were introduced in Closed Beta Phase 3 of A Realm Reborn with the addition of Arcanist, Summoner and Scholar. Don't expect any changes until Beastmaster's release at the earliest. Most of the issues with summoned pets, also apply to Chocobo Companions and Squadron NPCs. Okay, you got all of that? Good. Lyon, Take the Wheel! As a Scholar, your fairy summoned pet is probably the most fickle of all of the summoned pets in the game currently, with the exception of Chocobo Companions. When your fairy has to move, as stated before, they will usually prioritize moving before any other action. It is best to place the fairy in the middle of the arena if possible. Most summoned pets can ignore pitfalls, so do not worry if part of the arena is removed where your fairy is summoned. Just know you cannot place a fairy on empty space, even if there was a platform there before. In addition, fairies will prioritize their current action until it is complete, even if they have to move out of their placed spot. For instance, when you place the scholar fairy in the middle of the Garuda arena, before the pillars are destroyed, the fairy will have to move to heal anyone not in the line of sight of her in relation to the pillars. But, she also has to move back to her placed spot once she finishes that action. The majority of this nuance was mitigated by making fairy heals instant-cast however, so she can heal while moving, but she has to stop moving briefly. It should also be noted that a Fairy's Embrace has a maximum distance of 15 yalms, despite the old pet action stating that it was 20 or more yalms like other heals in the game. This is because the fairy's AI doesn't compute past 15 yalms. However, if a fairy moves to a new location as mentioned in the garuda scenario, the fairy's computing circle moves with her, so she will also attempt to heal anyone in her new spot too before fully heading back. As a Summoner, your pets are slightly less fickle than they used to be. They still have an issue they've always had however, and that's an issue most enemies have as well: AoE readiness. When your summoned pet travels to an enemy, if it does a self-circle AoE, like Titan-Egi's, it will use the AoE the moment that the AoE is within range of the targeted enemy. This means, instead of casting your Summon at the enemy in the middle of the pack, you should cast your summon at the enemy farthest in the pack in relation to your current location. This way, your titan-egi (or carbuncle) will end up in the middle of the group to do their self-circle. This does NOT apply to the level 90 summons (EG: Topaz Titan II.) As they all do their attacks similar to the Garuda Placed AoE (on the target) from before the rework. So while doing content that allows you to be 90 or above, you don't need to worry about not having to target the middle enemy in the pack. For Chocobo Companions and Squadron NPCs, the aforementioned nuances/mechanics/etc. all apply to them too. However, it should be noted, their AI computes differently to that of summoned pets. They will choose to heal you if you're under a specific HP range, but won't always do it if they are in the middle of a combo/etc. You can force your chocobo to only heal by changing them to Healer stance, which is ideal for anyone who solos non-group FATE Bosses such as "Roc of Ages." Also note that Choco Medica is not a good heal. So if you don't want the healer barding for your chocobo, it's recommended to not get the action, as it can prioritize it over the more powerful Choco Cure if more than one party member falls below the healing threshold.
Gonna be real I've been playing since the start of HW and for the common terminology I NEVER hear anyone say these things aside from like Xenos when he's streaming hahahha. Whenever im in raiding or in PF people just call the mechanic what it is and the classic Spreads and stacks is about it.
I think stuff like "Raid Wide" or "Raid Buffs" are common but a lot of these terms are mostly used by FF-Boomers where instead of reexplaining the mechanic to each other, we just say the name of a different mechanic that does the exact same.
For positionals, does it matter how close/far you are to the boss aka if im 1 pixel behind the boss center pixel but right under him, does that still count as rear?
yes you'll still get the positional, if you manage to be 1 pixel behind the boss that'll be a rear, and if you go slightly left or right from there thats still a flank. I find myself dealing with that alot doing savage and ultimate fights, but you'll eventually get used to it and know where you can stand inside the boss to still hit positionals. overall distance doesn't entirely matter for positionals.
Correct! It's not based on distance, so you can be farther out or you can be inside of their circle. Positionals are solely based on the angle you're at, relative to the center of the boss's hitbox and the direction the boss is facing. So like you said, you can be 1 pixel behind the center of the boss. As long as the center of your character is within the back 90° arc of the enemy, you will land the rear positional.
Conceptually visualize the bosses hitbox as pizza slices, as long as you are standing anywhere on the slice on the sides, or rear, it will count a good example is p11s where the party will do a stack mechanic dead middle under the boss, with its width you can still get positions being technically in the stack but you need to remain under the boss and move very little.
Sometimes the knockback marker can be purple. Purple means that if you are inside it, it's a guaranteed KO. Blue knockback can be survived even if inside it, but I don't recommend making a habit of it.
I don't think this is the case. Blue knockback circles still pretty much kill you if you're in them when they happen unless you're extremely overshielded - the difference is that (as of recent fights, since it hasn't been completely backported as standard yet) blue knockbacks are mitigatable (Surecast, Arm's Length, Inner Release) whereas purple knockbacks cannot be mitigated.
word of warning about keeping anything in "your field of view" you need to balance such things and focus on what's important for your needs. you still want to maintain as much of a viewport to the arena, or world as you can so that you can keep tabs on what's going on. however, there are something that you can benefit from for having in your field of view. if the enmity list is one of those things, then go for it, i personally keep my next to the party list because i need to be able to see what's happening in the arena, more so then what specific mobs have aggro or what they are casting. as tank this is more so to keep tabs on what is on me and what's not. Or as anything else to check both player HP and enemy HP at the same time. so yeah, its' a bit of a learn what works for you.
Really good video, but there is one area where I disagree on: Newbies and materia. I feel that, rather than telling them to ignore it for now, newbies should be encouraged to play with it and given just a brief rundown of how it works (stat caps based in ilvl and slot, red means you've gone over it) and advised to not overmeld until endgame. Reason being, it's free stats, they'll likely be passively acquiring materia, and until they hit the current endgame the materia they can use has a 100% success rate to be removed. This makes it literally free for them to play with it.
I agree. Materia is handed out like candy at all levels, so it's better to get comfortable with it while you can experiment with no penalty. I honestly wish I had done so instead of listening to the "ignore it" advice I was given.
The thing is materia means nothing to a new player. Materia works on tiers. If someone just blindly slots materia it might not even hit the next tier to be effective. I see where you are coming from but I agree with rinon. Materia is not something to dive into at early levels.
The point is that you can always take it out and sell it later. Heck, it's the only type of item that you can sell a used version of. It's partly for a slight boost in stats when doing current level stuff, but mostly to build a habit. The game throws materia at you all the time, I don't want players to get in the habit of just ignoring materia and then hitting endgame and still thinking it's something for only the most hardcore. And heck, if we're talking selling it for a profit, having slots melded makes the items spiritbond faster for more materia to sell.
@@Urthdigger Sure, but even in current content it's really not a neccessity unless you're progging. You also don't change gear often at endgame, so not sure that forming a habit for it is really necessary either. I'm not going to discourage anyone from melding at lower levels of course, but it really doesn't make much of a difference, if at all if you get sync'd to a lower ilevel.
The section "How FFXIV combat works" is really great. And as a WoW and FFXIV player I really appreciate that you choose to deliberately compare them in that aspect because it's very rarely mentioned in comparisons of these games, FFXIV reviews or guides for new players.
One extra thing for focus target is yourself. Not so much for the information, but rather the arrow icon above your head making it easier to locate yourself in much bigger fights. Like on special FATEs where you have 100 bodies all condensed into one spot and aoes are going out in that area.
My fav macro that doesn't negatively interfere with rotations: Mouse over, by adding "" after an action name. As a DRG main and AST side, Dragon Sight and buffing others with cards respectively was always a pain - double weaving while changing target? Ugh! But with a mouse over I can easily hover over the party list. Especially as AST my mouse rests near the party list anyway, and as DRG I can find that SAM, BLM or MCH either in the list or on the battlefield every 2 minutes.
the amount of ff14 players who genuinely need this video is sad but good on you for making it. read your tooltips, keep your gcd spinning...use your brain since the game itself is braindead easy (as admitted by yoship himself). and done! boom, you are better than 85% of the community!
I think it would be good to also talk a bit about targeting of abilities. How some require you to have a target and some don't, how healing and similar spells will target you if you are targeting an enemy/nothing, or ground targeted abilities. Otherwise this was an informative video, I never knew sps affected DoT damage.
Will say 1 thing was missed with pyretic. You cant do ANYTHING including auto attacks, so in addition to not moving make sure the target is un targeted or stow your weapon or you will fail the mechanic (mostly issue for melee)
The other, unintended use of Focus Target: putting an arrow marker over someone's head that only you can see so you can more easily keep track of them. Back in the day as a baby sprout new to everything I'd focus target an FC mate/friend who knew what they were doing and just... trail after them like a lost puppy. These days if I don't need need Focus Target to keep track of a second target's casts and/or check role partners for debuffs for the purpose of flexing (like in P8S snakes), I use it to keep track of the location of my pair stack partner (because there's almost always at least _one_ pair stack mech these days). Especially handy if they happen to be a tiny lalafell whose glam blends in with the arena floor; I'm constantly losing those lil buggers
@@belphegor_dev that would be distracting to everyone else. Also annoying if there's a mechanic that requires people to be able to make out numbers/symbols above their own character's heads eg any limit cut numbers, p12s/DSR playstation symbols, p12s cal1 initial beacons.
Someone in my group plays with them all on and I genuinely have no idea how he does it, man must sleep with strobe lighting taped to his eyes or something
@@RinBanana i also play with them all on, at least for 8-man content, 24 is a bit too much to handle. as with everything, it's an acquired skill, as skill sfx, you can use them as queue, to plan and react. i must confess though, p3s with a blm in the party was a bit overwhelming
One thing I see people get "wrong" often is that there's really no rule for how far you should stand from a proximity AOE, except that you rarely have to be as far as possible, as the damage can only be reduced up to a minimum value. Experiment and find out what you can get away with! As an example, the second boss of Castrum Meridianum doesn't have to move an inch from the center for you to take minimum damage from the proximity markers it puts in the corners. You can literally just spin around the boss and be fine!
elemental dmg not mattering? tell that to the zombies in the palace of the dead boss for floor like 150, where the zombies are very weak to air damage, so veraero from redmage is really good there! I really love how palace of the dead is kinda a bubble into old ffxiv. Mobs being able to just BS crit you, elemental damage mattering, and some others i cant remember right now off the top of my head. :D
@@belphegor_dev and just like you, it was a joke :) Yes i know that that incredibly specific potd info is irrelevant to the vast majority of players, even those that plan to clear it, ever since redmage got replaced by machinist(and now warrior) for solo runs.
Honestly, when I started playing this game trying to follow the ABC rule did me more bad than good. Every guide I watched kept hammering on it, so I ended up so focused on my hotbars/uptime that I would lose track of my position or fail mechanics. I appreciate you mentioning to only start to greed after you're more comfortable!
had a few additional notes. There was so much content here obviously you can't cover EVERYTHING... and if you did mention these and I missed it, I apologize food buff, eat twice to double up for 1hr of buff for long content (unless you have FC buff for food to last longer) keyboard shortcut for 3rd person camera control is Ctrl+"Up arrow" or Ctrl+"Down arrow" (you said you use controller but it's super useful to be able to change it on the fly to see stuff like the "don't look at me!" mechanics over bosses that may clip out of view otherwise... looking at you... or not... tower of darkness eyeball)
For the Dynamo/Chariot, the only time i've ever heard those callouts is when people are talking about callouts, never in game. It's always just been In/Out during an actual encounter.
Dynamo/chariot is old boomer speak don't use it.
dynamo/chariot are more specific when describing mechanics -- in/out works for callouts but the shape you're going in or out of could be anything. Dynamo/Chariot means specifically a circle
If we need a paragraph to explain what it means, it's useless carry over from when the community was doing current content with those castbars.
@@car-keys What non-circular In/Out mechanics are there?
@@snowmochiline aoes like Nidhogg's hot tail/hot wing are an example
Read your tool tips....there you are instantly better than 70% of the player base
I hate that you’re right.
I remember you wishing that we had a better hall of the novice system in the future. While I still think that something like that is far away, having a guide like this which consolidates all combat is so useful for new players. I can tell already that this video will be a valuable resource for new players in the coming years. I'll be sure to send this to friends interested in starting ff14.
20 mins in and realising how much knowledge I have that I just take for granted that a new player wouldn't even know they should know that they don't know it...
I'm very surprised you skipped on the HP bars being able to be assigned based on Role instead of a general colour which is fantastic for indicating who is what at a quick glance, but as you said there's so much to talk about here, it's hard to remember and mention everything. Absolutely massive video that probably took a crazy amount of time, and future videos which will take even more coming up. Congrats and well done on this one!
I actually forgot about mentioning this at all as I don't use it myself, will make a note of this for a potential addendum, thank you!
I didn't know this. That's amazing! Thank you.
do i have almost 1500 hours in this game and have been playing since shb? yes. will i watch the whole thing? yes.
I appreciate you
I had this exact same thought lmao
Excellent guide! I would actually suggest breaking out the part on mechanic markers into it's own video as well because that the sort of thing that could benefit a huge portion of the player base who may not want to or know to look for it in a Combat 101 Guide.
I've been considering doing that, I felt a little bad about the idea of essentially reusing something I made for two videos but I've seen a couple of people mention it, so I might expand the section a little and release it bespoke, good idea!
I think it is worth mentioning about the Gaze attacks that you actually want your character model to face away from the eye, not just the camera, I've had newbie friends wonder what happened to them in such instances.
Thanks for the massive work !
Ive raided most savage and ultimate combat in this game with a preference for melee, I had no idea about the display indicating whether or not I am auto-attacking(note I knew via context so never needed to look). For teaching me something I didn't know, here's a like.
By default, focusing a target is 'Shift+F' on keyboard and mouse.
I really, really loved this video. one tiny bit of feedback is that the choice of background music was too loud at points especially during its crescendo moments and brought back ARR PTSD from various mini trials xD. Apart from this rather petty critique, this video was so wholesome and genuinely useful.
Your presentation style and method of teaching is a prime example of andragogy. Thank you so much for taking the time to create this wonderfully useful and detailed guide. May you ever walk in the light of the crystal.
Super comprehensive! There are so many aspects of FFXIV combat that aren't fully explained in game, and I'm sure this will be helpful for a lot of sprouts joining the game leading up to and after DT drops.
I love watching videos of people doing something really well. Very useful, interesting, and satisfying. This showcases this perfectly. I have been playing ninja for about a year now and getting into healing now. Super excited about best practices/ hud/play style / tips for healing specifically!
cute catgirl
Ive never heard the term dynamo nor chariot in raid: its always been "donut" or simply "in", while the other shape has always been "out" or "point-blank"
It tends to be to understand what you need to do as you see it. "Oh that's a Dynamo, watch for Chariot" That tends to tell all the players what is happening, and what it means with little explanation. Then as you are doing it, and making calls, In or Out is faster to say, so you'll say that.
@@klownzorz Dynamo and Chariot specifically come from the names of those moves when those aoe indicators were first introduced in Coils on Nael. For many people, those names just stuck. I've heard all variations of it.
EU thing I think, NA doesn't call them that
@@RockOnBucketheadNo one calls them dynamo or chariot here either, no one.
Absolutely worth mentioning in the UI settings is the party effects. NEVER change this to "Show none" as it removes any positive fields like Asylum or mitigation fields like Sacred Soil from your screen meaning you may be unintentionally making your healers life harder.
Some of the effects do not loose track, like the one you said.
You can always see Soil and Asylum
At 2:20 when you are explaining the holy trinity and mentioning healer and DPS, it highlights the opposite role. Healer highlights DPS/DPS highlights healer. Love your content Rinon!
Thank you so much for EVEN considering making this video!!! i genuinely couldn’t find good guides on the basic fundamentals of the combat in ffxiv so this is what i exactly needed
Thank you thank you thank you!! I started playing FFXIV in January and have been looking for a video like this, but had never found one, til now. This was really thorough, it was SO helpful to have all of that info in one video (instead of 20 different ones), and I learned a couple of new things too. I'll be referencing this as I keep playing through the game :)
This is such a great guide, and I truly appreciate the effort you've put into it. As I was watching, I realised I'm already well on my way to becoming a better player. :)
This is simply amazing. As a veteran player I will now link your guide to all my friends that'll start XIV in DT :) Congrats on your guide!
Holy comprehensive guide, Batman! Definitely need to save this one and take notes 🌴
I just started playing a few weeks ago and have a level 35 tank(marauder) and a level 13 ranged dps(arcanist) and have been trying to learn the best i can at how to be useful in group content, and this video has been soo helpful and ill definitely be coming back to it. Thank you(:
I dunno if you mention this later or something but i think it's important to note, max melee range is actually a bit further away than your max auto attack range, so you should be mindful of standing a bit closer than the distance at which your melee GCDs become usable if you want to be doing full damage. ~
Wait, what? On MNK and melees I've experienced the opposite. Even a step out of gcd range my autos still come out. Maybe I remember this in shb or ur not talking about non-melees though?
Good video, I will mention, the Battle Music in the background is quite distracting. Maybe this is subjective, but i feel it would be easier to follow if there was more ambient music playing.
Thanks for the feedback, I am working on the healer one right now and I'll definitely bear this in mind!
1:09:05 Real G reference to the extremely ancient "magnets: how do they work?" meme. Great guide.
I appreciate guides like these! Thank you!
For new tanks the aggro list is one thing that they always overlooked, they often get confused as to which goon is doing them AoEs and have no idea who to kick.
Thanks so much, I started this game two weeks ago and I just beat Titan last night. I've been looking for a video like this. I really like playing with other people but I hate potentially being a burden because I don't know how certain things work.
This is super impressive. Well done!
i will never forgive you for calling Donut AoE, Dynamo.
Wow, something to do while I work on my ARR relic grind, thanks!
Dynamo/chariot is dead no one says that anymore unless they want to tell you they started the game before you.
Donut is more common, but mostly people say in/out with specifics being mostly irrelevant.
Nice list of basics. I like the topics covered and will be good material to send to my friend who just started out the game to get a handle of it
Fantastic. I wish this existed when I started playing :)
You are a hero to me as a 2 month sprout
Man, l see your passion for this game.
Been playing for two years now and still learned lots from this video!
I think there is a small note to put at 20:00. The enmity colors are a bit more than Yellow, Orange and Red, being 3,2,1. You can be second in aggro, but still have a blue color, since the tank may have a large lead in overall enmity relative to you. Would it be viable to say the Yellow, Orange, and Red colors on the enemys aggro list mean your relative enmity to the maximum amount aka tanking the mob?
I've got over 3,000 hours in this game, been playing since the end of heavensward, and even I learned something new from this video. Very in-depth and comprehensive, an absolute must to watch for anyone wanting to break into optimizing their gameplay better 👍
I think Jocat said it best, "The only difference between an amateur and a master is a master has fail a lot more times."
Soothing voice, big fan
Way late to this video, but one thing for the macro section of it.
When you repeat a line in that macro over and over (let's say " /ac "Shirk" ) for as many lines as you have left available in a macro window, you essentially create a 'fake buffer window' - while still not perfect, it makes oGCD macros FAR more responsive and less likely to cause clipping, as (usually) 13 back-to-back attempts at using the action will get closer to the very end of the animation lock of your prior oGCD or GCD than just mashing the macro does, itself.
something of note, for the gaze mechanic its the player body that needs to look away, not the camera, had this come up with a sprout i was helping
Gaze mechanics are for your character to look away from, not for you to look away from, just in case anyone got confused. what your camera sees is of no consequence to the game
For the Mechs Snapshot section, there's a third type of common snapshot method, which is audio cue. Typically with audio cues, a specific sound (or boss dialogue) plays, and the snapshot occurs when the sound ends. Classic example is in Garuda Ex or UWU for Feather Rain, where there's a distinct scream letting you know to move quickly. Once the scream is over the mechanic is snapshot. Another example is actually the Pinax Lightning shown 54:30 ; the lightning snapshot is actually sound-based as opposed to "feely craft."
54:31 - The most egregious example of the "feely-craft snapshot" I can think of is p10s. Silkspit doesn't confirm damage until shortly before the attack landing, as the cast bar finishes about 10s before the attack itself happens. I remember panicking a bunch during prog and reclears about whether or not I actually timed my Addle correctly as I mostly time my Addles according to the cast bar
I personally never found that one particularly egregious because while the cast completes well-before the damage snapshots, there's still the secondary indicator of the AoE circles from the webs pulsing several times before the damage finishes snapshotting, so I'd just count the number of times the circles flash and pop mitigation when there's two pulses before the webs fall.
It's the attacks where the damage is delayed but there's no actual tell audio and/or visual for when the damage is about the snapshot that are bad.
@@Sazandora635 yeah fair. It was just tough for me to time it as an Aus player on NA lol
Not to mention the whole panda series was my first ever on-content savage experience, so I’m still kinda new to all that stuff!!
That being said, 10s between the completion of the cast and the attack actually happening is still nuts lmao
"That target ring that changes from yellow to red"
My colorblind self: 🤯🤯🤯those are different colors?!?
this is the type of Guide i searched as a homecomer ^^
Some things noticed you missed that are worth mentioning:
Playstation Markers - These are an X, Triangle, Square, and Circle marker that appear above players heads, usually in pairs so 2 players will get Circles and 2 players will get Squares ect. I *think* the first time we saw these markers was during Dragonsong's Reprise.
You can "Display Target Info Independently" when editing your HUD. This splits your target info bar into 3 parts. The HP Bar, the Cast Bar and the Status Bar. This is useful if you want to make something like the cast bar much larger for easier visibility but don't want to make the HP and Status bar bigger (or in my case I actively make both of those elements smaller).
You can split your own personal status bar into 1, 3, or 4 independent groups. If they are in a single group this shows your buffs, debuffs, and even food buffs all in the same bar. Splitting into 3 groups shows these all in their own separate locations. Splitting into 4 groups does the same thing but also takes any conditional buffs you might have (such as Triple Cast on Black Mage, but not Swift Cast for some reason?) in their own separate box. This can make it easier to track when you have certain buffs of debuffs.
2000 hours and i learned something new
exquisite. thanks for this
Good and thorough video! Two points of critique: while you didn’t say it that I caught, the blue orb player markers get called Defamations a lot; and for Acceleration Bomb rather than just showing the debuff symbol (which honestly I have never noticed outside of the last EW trial myself) I think you should have shown the swirly-dots-dice-countdown player effect. It gets used consistently, even in the Fall Guys collab, and it’s kind of confusing and alarming the first time you see it! A distinctive marker but not one that makes it really obvious that you’re meant to stand still at the end of it.
huge video thank u
Eeee! It was so nice to appear in the video, Rinon! Grateful to be able to contribute to such a great player resource, even in a small way. My friend who also appeared in the clip with me is geeking out too lmao. Wonderful stuff!
39:30 it _may_ be worth noting that maximum _skill_ range and maximum _auto-attack_ range inexplicably differ in the game. And not even consistently differ, as it depends on the size of the target's hitbox, iirc, but auto-attack range is typically close to a yalm shorter than skill range. But it's quite a bit easier than it should be to stand within skill attack range, but be outside of auto-attack range and thus losing all of that passive auto-attack damage, which is usually ~10%+ of your overall damage output as a melee. I always try to give a glance to that auto-attack indicator, either over the boss's head or on their target frame, to make sure it's spinning each auto-attack interval, and thus that I'm in range for auto-attacking. Obviously, GCDs are going to do more, so being in range of skills but not auto-attacks is still preferable to being entirely out of range, especially if it lets you keep GCD uptime whilst dodging something, but standing at absolute maximum skill attack range is _usually_ just throwing away free auto-attack damage.
You can bet I'm linking this video to every new players asking me for advices.
I'd just say to any new player, don't get overwhelmed and scared, thinking the game is more complex than it is.
What is described here is the ideal, and you are not expected to execute on all of it to perfection, even in savage level of raiding. The difficulty ramps up slowly and you have time acclimate.
But you *should* strive to improve towards this ideal.
i really love you so much
For the uptime melee you all should watch the old momo video about it
The video is crazy and you'll learn a lot about the game itself even if you're not a meleei
The cognitive WHIPLASH I got with hearing your voice set over Karariko Village is INTENSE.
Tip: Legacy is king even with mouse/keyboard :3
Not always
So, I'm one of the few people who know the nuances of pets and how they work. So I'm going to give this information here in case any Scholars, Summoners or (hopefully not due to a pet rework) Beastmasters need it. I didn't see a section specifically dedicated to pets in the chapter list. But before we get into the... terror that awaits us, there are some things you just have to understand with pets:
1. Pets are not smart.
2. If a pet has to follow you, it's not optimal. (There are exceptions to this rule, but they're very niche.)
3. Summoned Pets (Fairies/Summoner pets) cannot be slain anymore, and are not affected by [most] debuffs.
4. Summoned Pets (Fairies/Summoner pets) copy your buffs. (If a rework happens and this doesn't happen, know that SCH/SMN pets will still get your buff bonuses unless they account for this with the rework.)
5. Most of the nuances with pets, including the points above haven't changed since pets were introduced in Closed Beta Phase 3 of A Realm Reborn with the addition of Arcanist, Summoner and Scholar. Don't expect any changes until Beastmaster's release at the earliest. Most of the issues with summoned pets, also apply to Chocobo Companions and Squadron NPCs.
Okay, you got all of that? Good. Lyon, Take the Wheel!
As a Scholar, your fairy summoned pet is probably the most fickle of all of the summoned pets in the game currently, with the exception of Chocobo Companions. When your fairy has to move, as stated before, they will usually prioritize moving before any other action. It is best to place the fairy in the middle of the arena if possible. Most summoned pets can ignore pitfalls, so do not worry if part of the arena is removed where your fairy is summoned. Just know you cannot place a fairy on empty space, even if there was a platform there before. In addition, fairies will prioritize their current action until it is complete, even if they have to move out of their placed spot. For instance, when you place the scholar fairy in the middle of the Garuda arena, before the pillars are destroyed, the fairy will have to move to heal anyone not in the line of sight of her in relation to the pillars. But, she also has to move back to her placed spot once she finishes that action. The majority of this nuance was mitigated by making fairy heals instant-cast however, so she can heal while moving, but she has to stop moving briefly. It should also be noted that a Fairy's Embrace has a maximum distance of 15 yalms, despite the old pet action stating that it was 20 or more yalms like other heals in the game. This is because the fairy's AI doesn't compute past 15 yalms. However, if a fairy moves to a new location as mentioned in the garuda scenario, the fairy's computing circle moves with her, so she will also attempt to heal anyone in her new spot too before fully heading back.
As a Summoner, your pets are slightly less fickle than they used to be. They still have an issue they've always had however, and that's an issue most enemies have as well: AoE readiness. When your summoned pet travels to an enemy, if it does a self-circle AoE, like Titan-Egi's, it will use the AoE the moment that the AoE is within range of the targeted enemy. This means, instead of casting your Summon at the enemy in the middle of the pack, you should cast your summon at the enemy farthest in the pack in relation to your current location. This way, your titan-egi (or carbuncle) will end up in the middle of the group to do their self-circle. This does NOT apply to the level 90 summons (EG: Topaz Titan II.) As they all do their attacks similar to the Garuda Placed AoE (on the target) from before the rework. So while doing content that allows you to be 90 or above, you don't need to worry about not having to target the middle enemy in the pack.
For Chocobo Companions and Squadron NPCs, the aforementioned nuances/mechanics/etc. all apply to them too. However, it should be noted, their AI computes differently to that of summoned pets. They will choose to heal you if you're under a specific HP range, but won't always do it if they are in the middle of a combo/etc. You can force your chocobo to only heal by changing them to Healer stance, which is ideal for anyone who solos non-group FATE Bosses such as "Roc of Ages." Also note that Choco Medica is not a good heal. So if you don't want the healer barding for your chocobo, it's recommended to not get the action, as it can prioritize it over the more powerful Choco Cure if more than one party member falls below the healing threshold.
Imagine not being constantly flashbanged by all the party effects. Couldn't be me :P
Sprout Rinon kinda cursed
Gonna be real I've been playing since the start of HW and for the common terminology I NEVER hear anyone say these things aside from like Xenos when he's streaming hahahha. Whenever im in raiding or in PF people just call the mechanic what it is and the classic Spreads and stacks is about it.
I think stuff like "Raid Wide" or "Raid Buffs" are common but a lot of these terms are mostly used by FF-Boomers where instead of reexplaining the mechanic to each other, we just say the name of a different mechanic that does the exact same.
For positionals, does it matter how close/far you are to the boss aka if im 1 pixel behind the boss center pixel but right under him, does that still count as rear?
as long as your character is facing their rear or flank it will count as a positional. :)
I'm 90% sure it doesn't but I generally try to stick to the boss's hitbox circle. Makes it easier to tell where you are.
yes you'll still get the positional, if you manage to be 1 pixel behind the boss that'll be a rear, and if you go slightly left or right from there thats still a flank. I find myself dealing with that alot doing savage and ultimate fights, but you'll eventually get used to it and know where you can stand inside the boss to still hit positionals. overall distance doesn't entirely matter for positionals.
Correct! It's not based on distance, so you can be farther out or you can be inside of their circle. Positionals are solely based on the angle you're at, relative to the center of the boss's hitbox and the direction the boss is facing.
So like you said, you can be 1 pixel behind the center of the boss. As long as the center of your character is within the back 90° arc of the enemy, you will land the rear positional.
Conceptually visualize the bosses hitbox as pizza slices, as long as you are standing anywhere on the slice on the sides, or rear, it will count a good example is p11s where the party will do a stack mechanic dead middle under the boss, with its width you can still get positions being technically in the stack but you need to remain under the boss and move very little.
Sometimes the knockback marker can be purple. Purple means that if you are inside it, it's a guaranteed KO. Blue knockback can be survived even if inside it, but I don't recommend making a habit of it.
I don't think this is the case. Blue knockback circles still pretty much kill you if you're in them when they happen unless you're extremely overshielded - the difference is that (as of recent fights, since it hasn't been completely backported as standard yet) blue knockbacks are mitigatable (Surecast, Arm's Length, Inner Release) whereas purple knockbacks cannot be mitigated.
word of warning about keeping anything in "your field of view" you need to balance such things and focus on what's important for your needs. you still want to maintain as much of a viewport to the arena, or world as you can so that you can keep tabs on what's going on. however, there are something that you can benefit from for having in your field of view. if the enmity list is one of those things, then go for it, i personally keep my next to the party list because i need to be able to see what's happening in the arena, more so then what specific mobs have aggro or what they are casting. as tank this is more so to keep tabs on what is on me and what's not. Or as anything else to check both player HP and enemy HP at the same time. so yeah, its' a bit of a learn what works for you.
Collect as many vuln stickers as you can for the big bonus!
Really good video, but there is one area where I disagree on: Newbies and materia. I feel that, rather than telling them to ignore it for now, newbies should be encouraged to play with it and given just a brief rundown of how it works (stat caps based in ilvl and slot, red means you've gone over it) and advised to not overmeld until endgame. Reason being, it's free stats, they'll likely be passively acquiring materia, and until they hit the current endgame the materia they can use has a 100% success rate to be removed. This makes it literally free for them to play with it.
I agree. Materia is handed out like candy at all levels, so it's better to get comfortable with it while you can experiment with no penalty. I honestly wish I had done so instead of listening to the "ignore it" advice I was given.
The thing is materia means nothing to a new player. Materia works on tiers. If someone just blindly slots materia it might not even hit the next tier to be effective. I see where you are coming from but I agree with rinon. Materia is not something to dive into at early levels.
Yeah early on you're better off trying to sell it for a quick profit. Level syncing ignore materia anyway
The point is that you can always take it out and sell it later. Heck, it's the only type of item that you can sell a used version of. It's partly for a slight boost in stats when doing current level stuff, but mostly to build a habit. The game throws materia at you all the time, I don't want players to get in the habit of just ignoring materia and then hitting endgame and still thinking it's something for only the most hardcore. And heck, if we're talking selling it for a profit, having slots melded makes the items spiritbond faster for more materia to sell.
@@Urthdigger Sure, but even in current content it's really not a neccessity unless you're progging. You also don't change gear often at endgame, so not sure that forming a habit for it is really necessary either.
I'm not going to discourage anyone from melding at lower levels of course, but it really doesn't make much of a difference, if at all if you get sync'd to a lower ilevel.
banger video
Posted 1 minute after the video went live. Are you a time traveler??
no he's coolseel
The section "How FFXIV combat works" is really great. And as a WoW and FFXIV player I really appreciate that you choose to deliberately compare them in that aspect because it's very rarely mentioned in comparisons of these games, FFXIV reviews or guides for new players.
Dude, I'll save this video for rewatching once a week until I've absorbed e-v-e-r-y w-o-r-d
you're the top g
Great video. Was wondering if it would be possible for you to share your UI?
One extra thing for focus target is yourself. Not so much for the information, but rather the arrow icon above your head making it easier to locate yourself in much bigger fights.
Like on special FATEs where you have 100 bodies all condensed into one spot and aoes are going out in that area.
I don't have internet right now, but I think you can just perma turn on your target circle.
just change your name to a different colour
Monumental work. Thank you!
My fav macro that doesn't negatively interfere with rotations: Mouse over, by adding "" after an action name.
As a DRG main and AST side, Dragon Sight and buffing others with cards respectively was always a pain - double weaving while changing target? Ugh! But with a mouse over I can easily hover over the party list. Especially as AST my mouse rests near the party list anyway, and as DRG I can find that SAM, BLM or MCH either in the list or on the battlefield every 2 minutes.
the amount of ff14 players who genuinely need this video is sad but good on you for making it. read your tooltips, keep your gcd spinning...use your brain since the game itself is braindead easy (as admitted by yoship himself). and done! boom, you are better than 85% of the community!
Lit
Wait I'm in this video 👀
I think it would be good to also talk a bit about targeting of abilities. How some require you to have a target and some don't, how healing and similar spells will target you if you are targeting an enemy/nothing, or ground targeted abilities. Otherwise this was an informative video, I never knew sps affected DoT damage.
I might have 800+ hours in this game... but i'll watch the damn thing anyways!
19:50 aren't those the same thing?
Absolutely fantastic. Can you maybe do a deep dive of your current UI as a separate video?
YoshiP should have you as a dev hehe. THere are sooo many new ppl to the game...this was much needed...I just hope they find this
Honestly I feel like there are a few UA-camrs that YoshiP and team would benefit from having on the team on at least an advisory role.
17:56 if only it could be full... 10 is the max sadly. Or rather why can be there more than 10 to go over the ma icon display.
Will say 1 thing was missed with pyretic. You cant do ANYTHING including auto attacks, so in addition to not moving make sure the target is un targeted or stow your weapon or you will fail the mechanic (mostly issue for melee)
The other, unintended use of Focus Target: putting an arrow marker over someone's head that only you can see so you can more easily keep track of them. Back in the day as a baby sprout new to everything I'd focus target an FC mate/friend who knew what they were doing and just... trail after them like a lost puppy. These days if I don't need need Focus Target to keep track of a second target's casts and/or check role partners for debuffs for the purpose of flexing (like in P8S snakes), I use it to keep track of the location of my pair stack partner (because there's almost always at least _one_ pair stack mech these days). Especially handy if they happen to be a tiny lalafell whose glam blends in with the arena floor; I'm constantly losing those lil buggers
@@belphegor_dev that would be distracting to everyone else. Also annoying if there's a mechanic that requires people to be able to make out numbers/symbols above their own character's heads eg any limit cut numbers, p12s/DSR playstation symbols, p12s cal1 initial beacons.
@1:29:20 **pathetic**
Someone in my group plays with them all on and I genuinely have no idea how he does it, man must sleep with strobe lighting taped to his eyes or something
@@RinBanana i also play with them all on, at least for 8-man content, 24 is a bit too much to handle.
as with everything, it's an acquired skill, as skill sfx, you can use them as queue, to plan and react.
i must confess though, p3s with a blm in the party was a bit overwhelming
One thing I see people get "wrong" often is that there's really no rule for how far you should stand from a proximity AOE, except that you rarely have to be as far as possible, as the damage can only be reduced up to a minimum value. Experiment and find out what you can get away with! As an example, the second boss of Castrum Meridianum doesn't have to move an inch from the center for you to take minimum damage from the proximity markers it puts in the corners. You can literally just spin around the boss and be fine!
elemental dmg not mattering? tell that to the zombies in the palace of the dead boss for floor like 150, where the zombies are very weak to air damage, so veraero from redmage is really good there!
I really love how palace of the dead is kinda a bubble into old ffxiv. Mobs being able to just BS crit you, elemental damage mattering, and some others i cant remember right now off the top of my head.
:D
@@belphegor_dev and just like you, it was a joke :)
Yes i know that that incredibly specific potd info is irrelevant to the vast majority of players, even those that plan to clear it, ever since redmage got replaced by machinist(and now warrior) for solo runs.
Honestly, when I started playing this game trying to follow the ABC rule did me more bad than good. Every guide I watched kept hammering on it, so I ended up so focused on my hotbars/uptime that I would lose track of my position or fail mechanics. I appreciate you mentioning to only start to greed after you're more comfortable!
my super raider!
Dude. I just wanted to play the only FF i haven't beaten. This is too much, man. fuck
5th
6th
@@RinBanana :)
Worth noting: blue knock back puddles and yellow knock back arrows are immutable, whereas purple puddles and purple arrows are Not Immunable
had a few additional notes. There was so much content here obviously you can't cover EVERYTHING... and if you did mention these and I missed it, I apologize
food buff, eat twice to double up for 1hr of buff for long content (unless you have FC buff for food to last longer)
keyboard shortcut for 3rd person camera control is Ctrl+"Up arrow" or Ctrl+"Down arrow" (you said you use controller but it's super useful to be able to change it on the fly to see stuff like the "don't look at me!" mechanics over bosses that may clip out of view otherwise... looking at you... or not... tower of darkness eyeball)
hey bro, im a controller player looking to heal in ultimates. I just struggle to target people and keep things in order. any tips?