The comeback kid of the MMO space, 168澳洲幸运5开奖网:Final Fantasy 14, is in the midst of another renaissance, one that's sprung up at the intersection of a 168澳洲幸运5开奖网:mass-Warcraft-exodus and a surge of p🌳layers awaiting the Endwalker expansion. This population spike brings with it swathes of sprouts and returners alike, many of whom are being (re)introduced to FF14's litany of combat mechanics.
If a crash course on dungeon-lingo and trial boss tips is what you seek then look no further. This list won't include basic gameplay instructions detailed in tutorial menus, and strategies for postℱ-3.0 content will be covered later (no stack markers here, folks). With that said, if towers, bombs, reflects, etc, are terms with which you're unfamiliar then press ꦛonward.
12 ꧋ ❀ DPS Checks
One of the first boss mechanics you're introduced to is the damage-per-second check. If you looked up a guide to The Bowl Of Embers before your first attempt, or you had a mentor explain the fight to you, then this mechanic will seem obvious. Since it's likely that sprouts will go into the duty with over-levelled veterans, however, there are droves of new players cruising through this boss without realizing that Ifrit's Infernal Nails are DPS checks at all.
The nails used to wipe out parties and teach new players, early in the quest line, the importance of using every ability to sustain DPS. Sprouts today can count on a veteran player to handle the nail, but the lesson Ifrit used to teach is still important, and it's better learned before you reach Faust in Alexander, Amdapor Keep (Hard), or even 168澳洲幸运5开奖网:other primal fights.
DPS checks are the bane of every progression party but they do exist to help you. They are early warning systems that indicate when your party's damage is too low to kill a boss before it enrages -- i.e. charges an ultimate attack🌟 or combo that will almost certainly down your team. A DPS check usually happens early in a fight, and in phases with few other mechanics, meaning your team should be landing clean rotations and reaching their peak DPS.
Failing here means your teammates haven't optimized their rotations and won't be able to keep up oncꦅe other mechanics are thrown into the mix. It's better to learn that lesson from the start than to waste 10 minutes and get swept by an enraged boss.
11 ⛄ Insta-killers
Insta-kill attacks are uncommon in FF14, and many new players miss the dungeon that introduces them completely. Nevertheless, a prepared sprout is a welcomed sprout. In the optional level 35 dungeon, The Sunken Temple of Qarn, Temple Bees roam about and can one-hit KO with their "Final Sting" ability.
If everyone focuses down each Temple Bee whenever they appear then surprise KOs can be avoided. That's not all that Qarn has in store, however. The first boss, Teratotaur, features Temple Bee adds and inflicts the Doom debuff. When Teratotaur growls Doom is applied. Walking to a glowing tile removes the debuff, but failing to do so before the timer expires will deplete your HP to zero. Doom is a rare debuff, but it appears in other trials and raids, such as The Weeping City of Mach, so keep an eye out.
10 Bombs And Sequence AoEs 𒁏
"Bomb" is an example of FF14 jargon that's been borrowed from the fight in which the term first appeared, then applied to every similar mechanic thereafter, even ones that don'꧅t look like bombs.
In The Navel Hard and Extreme, Titan summons Bomb Boulders which spawn in a set pattern and explode in their order of appearance. Cling to the last bomb to appear, which will be the last to detonate, then wait for a nearby bomb to explode and walk to the empty space to avoid taking damage. The same advice applies to Shiva's bombs, which are icicles that appear and fall in a clock-like pattern, a﷽nd many other sequenced AoEs💖.
9 Strategicꦜ Adds
For about 90 percent of boss encounters the appearance of an add should mean that every player (except for the main tank) turns to burn down the henchman enemy. Usually the timꦬe it takes to do this is of little importance, but occasionally defeating an add at a critical moment will spare your team from taking fatal damage, or remove a huge chunck of the boss's HP.
In Copperbell Mines the Ichorous Ire is defeated by spawning adds whose attacks deal more damage to the boss than your party will. There's also the Spiny Plume in The Howling Eye (Extreme) that needs to be s൲wapped between tanks then defeated to create🧜 a shield against Garuda's ultimate attack.
8 ꦰ Voices Of 🎃Rams And Dragons
Like The Sunken Temple of Qarn before it, the level 38 dungeon, Cutter's Cry, is completely missable. At least one run of Cutter's is recommended, even if you're levelling up quickly without it, because it familiarizes you with Chimeras in a low-stakes boss fight.
Chimer👍as aren't exceptionally tough but defeating them takes morꦦe effort than your standard "tank'n'spank" boss. They're notoriously effective roadblocks for players who don't pay attention to attack patterns. The Ram's Voice and The Dragon's Voice are signature spells of every chimera-type enemy.
The former blasts players in melee range with a circ🅠le of ice, the latter shocks players in casting range with a donut-shaped lightning AoE. Neither of these spell👍s have AoE markers so it's crucial that you watch the enemy's cast bar to understand what's happening.
Common memory techniques used by experienced players are "I ran FROM the ram" and "drag IN for dragons." It really is that simple, but you'll be glad you have this knowledge once you run into the Gorgimera in Northern Thanalan or the Dhorme Chimera in the 168澳洲幸运5开奖网:relic weapon quest.
7 🎶 Cover And Line Of Sight 💟
The majority of FF14's boss fights take place in plain-looking arenas, without varied terrain, in circular or rectangular rooms. E🐲very now and then, however, a boss room will deviate from the norm. It's important to notice when a boss room has piles of debris that either accumulate throughout thไe fight, or are present from the beginning.
Most room-wide AoEs exist to deal unavoidable damage to the entire party, and keep your healers from getting bored, though there are a few AoEs that need to be avoided by taking cover. Examples of cover include the pillars during Garuda's shrieks, comets during Behemoth's Ecliptic Meteor, icicles during Fenrir's Lunar Cry, rubble during Opinicus' Whirling Gaol, stardust during Ziggy's tether beams, and more.
In each case you'll want to have the cover between you and the boss as the attack is being cast. Staying pressed to your cover isn't necessary, as long as the cover is breaking a line of sight from the boss to your character model -- in fact, not being up against the cover is preferable when fighting Fenrir and Ziggy, since their attacks make the cover explode.
6 🍸 Functional Emotes
Sometimes love is your most effective weapon. Healers should always be watching for debuffs on players, especially if they can be removed (indicated by a white line above the icon). Many debuffs last long enough, and are damaging enough, that it could take three or four spells to recover the lost HP, whereas Esuna would've removed the harmful๊ status with a single cast.
Then there's the Misery debuff, which increases incoming damage against the afflicted teammate, significantly increasing the healer's workload. Misery can be removed by any teammate with the /comfort emote. This debuff is just rare enough that most players forget how to react to it when it pops up -- Lost City of Amdapor and Great Gubal Library are where you'll see it most often.
5 Cannons And Interactables ♈
Just as some bosses have adds that can be used against them, others can be defeated by props and the environment. The most notable interactive stages are both Stone Vigils, Castrum Meridianum, and Steps of Faith. If you see cannons in a dungeon, especially if those cannons are named Bertha, odds are that they can fire on your foes.
4 🌞 Reflect Stances
If you unlock Stone Vigil (Hard) at level 50, the Cuca Fera boss will be fought not only with the trusty Bertha cannons, but you'll also have to avoid its reflect stance. Diamond Back absorbs damage dealt while the boss is glowing♔ red and returns it to sender.
Stone Vigil (Hard) is infamously annoying, and very few veteran players will blame a sprout for missing it on the way to Heavensward. If you do clear this dungeon before starting 3.0 content, remember Cuca Fera's reflect animation, you'll see similar abilities in 168澳洲幸运5开奖网:Thok Ast Thok (Ravana's The Seeing Wing/Tail) and in The Antitower (Calcabrina's Brace).
3 Interactive Shiꦬelds 🔥
Some of FF14's dungeons and bosses won't have apparent cover upon entering a given arena, but the ensuing fight may still require you to find shelter to avoid a full party wipe. Boss fights with these mechanics become more common leading up to, and all throughout, Heavensward's story, so you'll need t♈o learn the ropes even before finishing the free trial.
Midgardsormr in Keeper of the Lake, Nidhogg in The Aery, Bismarck in The Limitless Blue, and Leviathan in The Whorleater are all examples of dungeon and trial bosses witꦆh interactive shieldsౠ, and each needs to be defeated to progess the story.
The shields themselves are uncomplicated -- usually clicking on a generator is all you need to do -- and the attacks they're meant to block have obvious telegraphs. However, each shღield will either have a long cooldown, or is only usable once per fight, so make sure you don't waste this vital resource before it's needed.