Hi all, I'm kinda shocked no thread for this game has been posted yet. Here goes, lets hope I remember how to do this lol.
So Final Fantasy XIV: A Realm Reborn is an MMORPG. It does have a monthly subscription and you have to pay for the game and the expansions, so it does present a slight paywall to get started, but it is worth it. This is a sequel/version 2.0 of the original FFXIV. That game was very unsuccessful so Square Enix killed the world and remade the game completely. The original game ended with "The Calamity", seen in this trailer for the game:
Following that disaster, the world has had 5 years to recover leading to the start of A Realm Reborn. In A Realm Reborn, you start as just a normal adventurer. Throughout the story you have the opportunity to join up with one of the 3 Grand Companies affiliated with each of the main city/states and even fight against powerful and gigantic summoned creatures from the rest of the Final Fantasy games such as Titan, Odin, Ifrit and even Bahamut.
This game is available on PC, PS3 and PS4. All 3 versions have access to the same servers and players can group up and play with other players on any platform. If you buy multiple copies of the game, such as PC and PS3/4, you can play your character on either system. You do not need a second account, just a second copy of the game. To see if your pc is able to run the game, and to see the character creation process, Square Enix made a benchmark program. Full instructions for install and how to interpret the score are listed on this page: http://na.finalfantasyxiv.com/benchmark/
If you want to skip the information I have posted below and read about the game yourself, here is the official page detailing almost everything about the game and what this is all about: http://na.finalfantasyxiv.com/pr/
One of the best parts of this game, in my opinion at least, is the Armoury System. When you first start the game, you choose one of 8 classes filling the 3 main roles in an MMO.
Classes
Tanks:
Gladiator: “Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edged, straight or curved. Tracing their roots to the Coliseum, where the roar of the crowd reigns supreme, these melee combatants have learned to seamlessly flow between attack and defense in a dance that delights the eye. Making use of their skill with the shield, gladiators can also draw the attention and attacks of an enemy upon themselves, thereby protecting their comrades from harm.”
Marauder: “Marauders are combat specialists whose weapon of choice is the greataxe—a fearsome arm long associated with Eorzea's pirates. Their approach to battle is one of brute force, as they rely on pure strength and good steel to crush enemies and sunder weapons.
They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land or to turn the tide of battle between warring nations. Skilled marauders have been known to take on entire packs of slavering beasts and emerge with little more than a few scrapes and bruises.”
Melee Damage Dealers:
Pugilist: “The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though pugilists command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.
Their preference for fighting at close quarters makes negotiating distances an absolute necessity. Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill.”
Lancer: “The lancer is a master of polearms—weapons which have evolved from humble hunting tools. In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. The lancer's weaponry has since expanded to include other lethal implements such as the halberd and trident.
While it is no easy task to wield a polearm as if it were an extension of one's body, those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes.”
Ranged Damage Dealers:
Archer: “With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea, two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te.
Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted.”
Thaumaturge: “In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. Thus armed, the thaumaturge is capable of wreaking considerable havoc via ruinous spells and curses.”
Arcanist: “Adepts of the art of arcanum derive their might from symbols of power born of geometric techniques hailing from across the southern seas. Held within occult grimoires, these symbols lend shape to the arcanist's aether, thereby allowing him to produce myriad powerful spells.
Using the selfsame symbols to unlock the latent power contained within gemstones, arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding.”
Healers:
Conjurer: “Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.”
Now the cool part about the Armoury System is that you are not stuck being whatever class you start as. Once you hit level 10 in any class, you can go to the guildhall for any other class and take a quest there to learn how to be that class. While in the world, all you need to do to switch classes is switch the weapon you have equipped. For example, to switch from Marauder to Lancer, just unequip your axe and equip a lance. This flexibility allows you to have any and all classes on one character. This is recommended as there are some abilities that classes are able to share with other classes, but only if you have the ability unlocked.
Each class can also be advanced to a "Job" at level 30. The requirements for each job are different, but each require a main class at level 30 and a secondary class at level 15. For example, to be a Paladin you must level the Gladiator class to level 30 and also level the Conjurer class to level 15. Here is a quick summary of each job:
Jobs
Paladin: “For centuries, the elite of the Sultansworn have served as personal bodyguards to the royal family of Ul'dah. Known as paladins, these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense. Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege. To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built.”
Warrior: “On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day.”
Monk: “Though now under Garlean rule, the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen.
The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.”
Dragoon: “Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.”
Bard: “The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.
In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.”
Black Mage: “In days long past, there existed an evil clan and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.
Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.”
Summoner: “The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival.
In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.”
Scholar: “In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym's scholars that allowed their mundane army of mariners to throw back would-be conquerers time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures' magicks to heal the wounded and bolster the strength of their allies.”
White Mage: “White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.
Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.”
The majority of this game can be completed as a solo player, but you are forced to group up for dungeon throughout the main story. This is made easy by the use of a group finder system. Unlike many games, this game makes it appealing for a group of experienced players to get into a group with a new player to that dungeon as the players all get a bonus reward that they can use at the end just because of the new player.
There is a 14 day free trial located here if you are interested in trying the game out to see if you like it: http://www.ffxiv-freetrial.com/us/ I recommend trying it out to see, especially if you are a fan of Final Fantasy.
If you do decide you want to start playing, let me know and I can send you a recruit-a-friend code. This will get both of us bonuses ingame. Those bonuses are listed here: http://na.finalfantasyxiv.com/lodest...riend_recruit/
Recently, the first expansion for Final Fantasy XIV was released. The expansion "Heavensward" opens up the area in and around the city state of Ishgard. The expansion also introduced three new jobs. A two handed sword wielding tank, the Dark Knight. A healer who uses the stars and a deck of tarot cards to grant buffs to their allies, the Astrologian. And a gun wielding damage dealer, the Machinist. To access any of the expansion content however, you must get one class to level 50 and complete all of the main story content in the original game. This will take a little bit of time, so I suggest waiting to buy the expansion until you get close to level 50 and decide that you really enjoy the game.
If anyone has any questions, feel free to ask them here and I will gladly answer you. If you currently play, post your character name and server and I'll add them to the list here:
TORIBASH NAME | FFXIV NAME | SERVER
Gum | Dresdel Anung | Excalibur
Grohenbird|Sanolis Hanyu|Exodus
Last edited by Gum; Aug 3, 2015 at 07:50 AM.
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