When Final Fantasy XIV came out in September of 2010, it was critically panned - and deservedly so. It was buggy, laggy, had little content, and was just generally a mess. However, suddenly, a savior appeared...
Naoki Yoshida replaced Hiromichi Tanaka as producer/director of FFXIV, and immediately began working on what is now known as A Realm Reborn or FFXIV 2.0. Under Yoshida's direction, XIV 1.0 actually became a playable game. Combat became fun, the content he implemented was interesting, and classes got distinguished from each other. However, the stale, copy-pasted terrain and poor server performance of 1.0 require it to be scrapped.
The story so far
Fifteen years ago, Garlemald, a technologically-advanced country to the north, captured the city-state of Ala'Mhigo. The appearance of a primal - a beastman's god - caused them to halt their advance into the resource-rich region known as Eorzea. For some time they remained there.
Recently, Garlean forces began appearing in the Black Shroud, Thanalan, La Noscea, Coerthas, and Mor Dhona. Nael van Darnus, a Garlean Legatus also known as "The White Raven," began hunting the doomsayer Urianger and collecting ceruleum, a substance that fuels magitek.
With the aid of adventurers, Cid Garlond, a former Garlean engineer, learned of Nael's true purpose in Eorzea: to call down the lesser moon of Dalamud with an ancient civilization's "Meteor" sorcery in order to cleanse Eorzea of the primals' taint. Cid formulated a plan and the adventurers confronted and defeated van Darnus on a floating island over Coerthas.
However, it was too late. Dalamud's descent wasn't stopped. In a final, desperate attempt to repel the celestial body, Louisoix, a mysterious Elezen who helped the adventurers defeat the primals Ifrit and Garuda, concocted a plan to channel the power of Eorzea's twelve guardian deities.
The final battle against van Darnus' legion took place in Mor Dhona, with Dalamud rapidly descending from the sky. Just when the battle was turning in the Eorzean Alliance's favor, Dalamud cracked and exploded, revealing Bahamut, who had been imprisoned inside it ages ago. While Bahamut was rampaging, Louisoix sprung his trap and channeled the power of the Twelve. A new Dalamud began forming around Bahamut, but it wasn't enough. Bahamut shattered the grand spell and charged up a massive attack.
Just before the attack hit, Louisoix used his final moments to cast a spell that sent the adventurers forward in time.
A Realm Reborn -- A New Beginning
Combat in ARR has been changed greatly from 1.0. The closest game to compare it to is World of Warcraft, as it is a hotbar-based tab-targeting MMORPG.
Animation lock has been eliminated entirely. Move freely while executing weapon skills and abilities.
Combos are performed by using weapon skills in a specific order. Some combos have positional requirements such as front, side, or rear, and some combos have multiple branches.
TP begins at full and regenerates quickly. TP management comes into play during mid-level boss fights and will be important later in the game.
Crowd Control has diminishing returns on multiple casts, but is an important element to many fights.
Magic is as it is in many MMORPGs - some spells have cast times, others do not. They require MP which starts full and regenerates slowly.
Enemy Attacks come in a wide variety, from weak stuff you can just take on the chin to powerful attacks that you need to dodge.
PvP will have its own abilities and has its own stat (Morale), so as to avoid interfering with PvE balance.
Limit Breaks are a brand new system in ARR.
They come in four flavors, depending on your role: Tank, Melee Attacker, Magic Attacker, Healer/Ranged.
There are three levels of Limit Breaks, which are used by filling up the Limit Gauge. One of the limit gauges is locked until you engage a boss.
The Limit Gauge is shared by the entire party and can be filled up faster by "fine play" (performing actions like healing a critical HP party member or interrupting enemy spells.)
You get an audio cue when getting a Limit Gauge bonus from fine play.
The Limit Break used depends on the role of the party member who activates it and the number of full limit gauges.
Tank limit breaks increase the party's defense. (Shield Wall - Mighty Guard - Last Bastion)
Melee limit breaks deal heavy single-target damage. (Braver - Bladedance - Final Heaven)
Magic limit breaks deal heavy AoE damage at the target location. (Skyshard - Starstorm - Meteor)
Healer/Ranged limit breaks cure and, at level 3, raise the party. (Healing Wind - Breath of the Earth - Pulse of Life)
Limit Breaks are very potent and can turn the tide of a boss fight. Bladedance regularly takes off nearly 20% of a boss's HP.
The Duty Finder is FFXIV's equivalent of the Looking For Dungeon tool.
Cross server grouping lets you find a party at any hour.
Class locking means that you have to join as the class you queue as. While you can queue and then change classes, you must be the class you queued as in order to join the party.
Fill out an existing party on your server or join a brand new one.
Duties consist of not only dungeons but virtually any instanced content.
In ARR you can raise a Chocobo Buddy who can fight alongside you.
Your chocobo can fill the basic party roles of Tank, Damage Dealer, or Healer.
It also gets neat armor to equip!
Use Gysahl greens to call your buddy and go fight stuff!
Earn choco points for new skills by fighting along side your chocobo.
More information is coming.
F.A.T.E. (Full Active Time Event) is a system similar to public quests in other games.
F.A.T.E.s will appear on the map, along with a popup telling you that one is nearby.
Joining is as simple as entering an area or talking to an NPC.
Join up for some quick casual content and earn experience, gil, and Grand Company seals.
Your level can be scaled down with level sync so you can participate even at high levels.
Bosses based on Omega Weapon (various), Hein (FF3), Demon Wall (various), and Chupon/Typhon (FF6) have been teased, among others.
Fight the classic FF summons in primal battles!
Naturally, fierce FFXIV-only bosses.
Free Companies are ARR's player guilds.
Company housing will be available.
Other features - info incoming.
Linkshells still function as private chat channels.
The Armoury System is FFXIV's class system.
Begin your journey as a Class.
Class is based on equipped weapon - Gladiator/Sword - Marauder/Axe - Lancer/Lance - Pugilist/Fist Weapon - Archer/Bow - Conjurer/Staff - Thaumaturge/Rod - Arcanist/Book -
Classes can use cross-class abilities from other classes. As you level up, you gain more ability slots for cross-class abilities. For example, you can equip Cure as a Gladiator.
Your class can be changed in the field by changing your weapon once you unlock the Armoury System at level 10.
Gathering and Crafting classes are also determined by the equipped tool.
At around level 30 you unlock the ability to use jobs, which are the specialized forms of classes.
Jobs do not level up - they use the level of their base class.
To use a job, first you equip the weapon for its class and then you equip the job's soul crystal. To become a monk you'd equip a fist weapon and then the monk soul crystal.
Jobs restrict the use of cross-class abilities and allow the use of job specific abilities and equipment.
Jobs unlock new skills through quests.
The playable jobs and classes planned for ARR are:
The gladiator uses powerful sword and shield techniques to keep the attention of his or her enemies and survive blows that would devastate lesser beings. Gladiators act as tanks and disruptors, blinding, stunning, and disabling enemies while holding their attention with sword combos. A Shield Bash at the right time can greatly raise the party's Limit Gauge. The Paladin job pushes this even further, gaining a skill that allows it to sacrifice damage potential for mitigation, the ability to take damage in place of an ally, and adding the silence debuff to its toolbox.
In parties, Gladiators have access to the tank limit breaks.
Gladiators begin their journey in Ul'dah and fight for glory in the Coliseum.
Rampart - Reduces incoming damage by 10% for the duration. Damage reduction increased to 20% when the trait is learned.
Flash - Use MP for an instant, AOE hate increase. Causes the blind status effect when the trait is learned.
Shield Swipe - Deals damage and causes the Amnesia debuff for 6 seconds. Can only be used after blocking an attack.
Shield Bash - This weapon skill stuns the target for 3 seconds. Stun duration increased to 6 seconds with trait.
Spirits Within (Paladin Only) - Deals damage that increases when remaining HP is higher and silences the enemy.
Fast Blade → Savage Blade (+enmity) → Rage of Halone (+enmity, reduces target's STR)
Fast Blade → Riot Blade (restores MP)
Paladins can equip skills from conjurer and marauder. Recommended cross-class abilities for paladin: Foresight, Bloodbath, Mercy Stroke, Cure, Raise
Marauders use axes to cleave a path through the enemy's front line and protect the more fragile members of the party. Marauders tank primarily by smashing their foes' faces in and bathing in their blood. By doing so, they restore their own HP. Warriors gain the Defiance skill, which sacrifices damage to increase their max HP and gives them a new mechanic - Wrath. When Wrath is fully stacked, the Warrior becomes Infuriated, which allows them to release one of three powerful abilities. Warrior is a great choice for any player who wants to be an unstoppable whirlwind of death.
In parties, Marauders have access to the tank limit breaks.
Marauders begin their journey in Limsa Lominsa and sharpen their axes in The Coral Tower.
Bloodbath - Successful offensive actions will restore 25% of their damage dealt as HP for the duration. Duration increased with trait.
Berserk - Increases attack power by 50% for 15 seconds, but leaves you unable to use weapon skills for 5 seconds after the effect ends. Duration increased with trait.
Mercy Stroke - Deals heavy damage to a target, and restores up to 20% of your maximum HP if it is a killing blow. Can only be used on targets that are below 20% HP. Cooldown decreased with trait.
Overpower - Deals damage in a cone and increases enmity.
Inner Beast (Warrior Only) - Deals a high-damage attack that absorbs HP. Ignores the Defiance damage penalty, can only be used when Infuriated. Consumes all Wrath.
Heavy Swing → Skull Sunder (+enmity) → Butcher's Block (+enmity)
Heavy Swing → Maim (+10% damage for 10s) → Storm's Path (absorbs 20% of damage dealt as HP; no bonus damage)
Heavy Swing → Maim (+10% damage for 10s) → Storm's Eye (decreases enemy slashing resistance by 10% and HP recovery from magic by 50% for 12s)
Warriors can equip skills from gladiator and pugilist. Recommended cross-class skills for warrior: Flash, Provoke, Convalescence, Internal Release, Second Wind, Featherfoot, Mantra
Lancers use all manner of two-handed pole arms to deal critical blows to their enemies. Lancers can debuff foes with a variety of status ailments, and sacrifice their defenses to deal even more damage. The dragoon job maintains the powerful combos and critical strikes of the lancer, while adding a variety of jumping attacks and skills. A Realm Reborn is home to possibly the most powerful and interesting incarnation of the dragoon in the entire Final Fantasy series.
In parties, Lancers have access to the melee limit breaks.
Lancers begin their journey in Gridania hone their skills at the Wailing Barracks.
Blood for Blood - Increases damage dealt by 20% and damage suffered by 25% for the duration. Improved when the trait is learned.
Life Surge - Causes the next non-magic action used to be a critical hit and restores HP based on damage dealt.
Doom Spike - Deals damage in a line in front of the lancer.
Invigorate - Instantly restores TP.
Power Surge (Dragoon Only) - Increases the damage dealt by a single Jump or Spineshatter Dive by 50%.
True Thrust → Vorpal Thrust → Full Thrust
[rear] Impulse Drive → Disembowel (lowers piercing resistance) → Chaos Thrust (adds DoT)
[side] Heavy Thrust (+10% damage for 15s) → Ring of Thorns (AoE)
Dragoons can equip skills from marauder and archer. Recommended cross-class abilities for dragoon: Mercy Stroke, Bloodbath, Raging Strikes, Quelling Strikes, Hawk's Eye, Straight Shot
Pugilists utilize stance changes to unleash never-ending combo chains. Pugilist combat involves stacking Greased Lightning, an attack speed and damage buff. When a pugilist becomes a monk, he or she discovers that their feet can be used as a weapon and further adds to their combo chains. A good fit for players who want to punch dragons in the face.
In parties, Pugilists have access to the melee limit breaks.
Pugilists begin their journey in Ul'dah and work as enforcers for the Platinum Mirage casino.
Second Wind - Instantly restores a portion of maximum HP. HP restoration increases with trait.
Internal Release - Increases critical rate for the duration. Critical chance increase improves with trait.
Fists of Earth - Decreases the damage you take by 10%. Cannot be used at the same time as Fists of Wind or Fire.
Howling Fist - Deals damage in a line in front of you.
Shoulder Tackle (Monk Only) - Rushes to the target and delivers a stunning attack. Must be more than 10 yalms away to execute.
Puglist stance changes:
[any]Bootshine → raptor (in opo-opo: crits from behind)
[any]Arm of the Destroyer → raptor (AOE, in opo-opo: inflicts Silence)
[raptor]Truestrike → coeurl (+crit% from behind)
[raptor]Twin Snakes → coeurl (increased damage from flank, damage+5% for 12s buff)
[coeurl]Snap Punch → opo-opo (increased damage from flank, grants Greased Lightning)
[coeurl]Demolish → opo-opo (damage over time, grants Greased Lightning)
[raptor]One Ilm Punch → coeurl (Removes 1 beneficial effect from target) Monk Only
[coeurl]Rockbreaker → opo-opo (Cone AOE, grants Greased Lightning) Monk Only
[any] Dragon Kick → raptor (increased damage from side, in opo-opo: reduce target's blunt resistance by 10% for 15s) Monk Only
Perfect Balance (Lv.50) allows use of any weaponskill regardless of stance
Monks can equip skills from lancer and gladiator. Recommended cross-class abilities for monk: Invigorate, Blood for Blood,
Archers in a realm reborn fire off arrows from afar, causing status effects and dealing damage from a safe distance. Archers have access to debuffing weaponskills and utility skills, like a group movement speed increase and a backstepping attack. An archer later adds a harp to his or her arsenal, and with it a variety of enhancement songs. As the sole source for these buffs, bards are highly valued by parties. Archers do not use melee-class combos, and instead rely on procs that enhance their shots. Also, for those wondering, archers do not have to buy arrows in this game.
In parties, Archers have access to the healer limit breaks.
Archers begin their journey in Gridania and protect the forest with their comrades at Quiver's Hold.
Raging Strikes - Increases damage dealt by 20% for the duration.
Bloodletter - Deals damage. 15 second cooldown, no TP cost. Traits cause your DoT effects to have a chance of resetting the cooldown.
Barrage - Increases the number of strikes per auto-attack to 2 for the duration. Trait increases the number of strikes to 3.
Blunt Arrow - Deals damage and silences the target. 30s Cooldown.
Rain of Death (Bard Only) - Deals an AOE attack around the target. Affected enemies have their damage dealt lowered by 10% and their damage taken increased by 10% for 20 seconds. 15% chance your next Quick Nock will have no TP cost.
Archer Proc Chains:
[20% chance]Heavy Shot → Straight Shot (Critical Damage)
[20% chance on DoT tick] Venomous Shot → Bloodletter (Resets Recast Time)
[20% chance on DoT tick] Windbite → Bloodletter (Resets Recast Time)
[15% chance] Wide Volley → Rain of Death (No TP cost) Bard Only
[15% chance] Rain of Death → Quick Nock (No TP cost) Bard Only
Bards can equip skills from lancer and conjurer. Recommended cross-class abilities for bard: Blood for Blood, Invigorate, Cure, Raise, Stoneskin, Protect.
Conjurers invoke elemental spirits to damage their enemies and protect their allies. Wind and earth are used mainly for offense, while the water element is used for defensive maneuvers and healing. Conjurers also have access to the Sleep status effect for crowd control. White magic offers them essential spells like Regen and Holy. Obviously a welcome addition to any party, a good white mage balances nuking, crowd control, and healing.
In parties, Conjurers have access to the healer limit breaks.
Conjurers begin their journey in Gridania and commune with the elementals at Stillglade Fane.
Repose - Makes your target sleep.
Fluid Aura - AOE knockback and bind.
Raise - Revives the target from KO. With the trait, it can be cast in combat.
Cleric Stance - Swaps current INT and MND ratings, while increasing attack magic potency by 10% and reducing healing potency by 20%.
Regen (White Mage Only) - Grants a heal over time effect to the target.
Certain spells have additional effects associated with them based on traits:
Esuna - 20% chance the next Esuna will cost no MP to cast.
Cure - 15% chance that your next Cure II will cost no MP to cast.
Cure II - 15% chance that your next Cure III will restore critical HP.
White Mages can equip skills from thaumaturge and arcanist. Recommended cross-class skills for white mage: Swiftcast, Surecast, Thunder, Thunder II
Arcanists summon their trusty companion Carbuncle to aid them in combat. With an offensive and defensive form, Carbuncle can either deal damage or hold the enemy's attention to keep its master safe. Meanwhile, arcanists can sling their damage over time spells like Bio and Wither to weaken the enemy forces. Scholars summon their fairy companions to help them heal and protect their party members.
Thaumaturges deal in death. They control the elements of fire, lightning, and ice in order to wipe out enemy parties. Each element has its own properties associated with it. For example, ice spells tend to slow down the enemy. Thaumaturges also have access to debuffs like Sleep and Slow. When a thaumaturge learns the secret of black magic, they become able to convert HP to MP and better protect themselves. Also, they get Flare.
In parties, Thaumaturges have access to the caster limit breaks.
Thaumaturges begin their journey in Ul'dah and learn their magics at the Arrzaneth Ossuary.
Sleep - Makes your target sleep. Becomes AOE with trait.
Surecast - Next spell is cast without interruption. 15% chance of no recast time with trait.
Swiftcast - Next spell is instant cast.
Aetherial Manipulation - Rush to a target party member's side.
Manawall (Black Mage Only) - Creates a barrier that nullifies two physical attacks.
Elemental thaumaturgy, enhanced by traits, has different effects depending on the spells cast.
Fire spells and Flare remove Umbral Ice and grant Astral Fire, which increases the damage and MP cost of fire-element spells and stacks up to 3 times.
**Additionally, Fire I has a trait that gives it a 30% chance to make your next Fire III have no MP cost or cast time.
Blizzard spells and Freeze remove Astral Fire and grant Umbral Ice, which increases MP regeneration and stacks up to 3 times.
Thunder spells deal small initial damage with a DoT, but each tick has a chance to make the next Thunder spell deal all of its damage up front in addition to applying the DoT, with no MP cost or cast time.
Black Mages can equip skills from archer and arcanist. Recommended cross-class skills: Raging Strikes, Quelling Strikes,
Arcanists summon their trusty companion Carbuncle to aid them in combat. With an offensive and defensive form, Carbuncle can either deal damage or hold the enemy's attention to keep its master safe. Meanwhile, arcanists can sling their damage over time spells like Bio and Wither to weaken the enemy forces. Summoners conjure the spirits of the primals Ifrit, Garuda, Titan, and Ramuh to further wreak havoc on their enemies.
Arcanists begin their journey in Limsa Lominsa and perform their duties at Mealvaan's Gate.
There are no racial bonuses or abilities and any stat differences are negligible. Other than the starting cosmetic gear, there is also no race-restricted gear at this time. Race is a purely cosmetic choice, so pick the one you like best.
Hyur - Humans. Come in two flavors: Midlander and Highlander. Midlanders are normal people, Highlanders are roid rage eyebrow-nothaving hulkamaniacs.
Mi'qote - Catpeople. Sun type and moon type. Now with more tails and males.
Lalafell - Shortpeople. Dunesfolk and Plainsfolk variety. One of them has dots on their forehead, I'm not sure which one.
Elezen - Longpeople. Long necks and anime hair. Also French names. Comes in Duskwight and Wildwood (Dark Elf and Wood Elf).
Roegadyn - Bigpeople. Sea wolf and Hellsguard modes. They're big and don't have tails. In ARR, women are playable.
The Lodestone, where all patch notes and most developer communication is posted
FFXIV main site
Concept art and Screenshots
More concept art and screenshots
A huge list of confirmed 2.0 features, with sources
XIV 1.0 Story
What kind of MMORPG is this?
If FFXI was EverQuest with chocobos, this game is World of Warcraft with chocobos.
Is this an expansion pack?
If expansion packs change every single core system dramatically and delete all the old zones and replace them with new ones (I know cataclysm did this shut up), then sure. At this point it's a new game.
Do I have to buy the game again?
No. Everyone who registered an FFXIV account at one point in time will get 2 weeks (or so) of free play time when ARR launches. If you've never had an account then you'll need to buy a box.
What are the subscription fees?
Entry: $12.99/month, 1 character per world
Standard: $14.99/month, 8 characters per world
What happened to my old character?
All character data prior to November 1, 2012, will be retained. You will have all your items, levels, achievements, etc. You may have to retrieve some items from a storage NPC as inventory sizes are being altered. Returning players will have a one-time chance to change their race, gender, appearance, and name.
What's changing in 2.0????
It's shorter to make a list of what isn't changing: Background lore, class/job names,
character models - Enough new customization options to consider this changed, I think
All this jumping is going to ruin my immersion
No one cares
When's the release date?
Are they making fresh servers so I don't have to see level 50s on day one?
Are there servers in North America?
Servers will be all over the world so you can choose one that is in your region for lower lag.
Can I uninstall 1.0?
The A Realm Reborn client is completely different from the current version, so it's fine to uninstall the game if you'd like!
However, please keep in mind that it will be possible to import your current character data to the ARR character creation benchmark to play around with. So if you'd like to do that, be sure to back up your FFXIV folder located in your My Games > FINAL FANTASY XIV before uninstalling.
Is Square-Enix doing their typical shenanigans that raped my childhood and ruined my immersion and blah blahbla
Naoki Yoshida loves MMORPGS and has played a ton of them, so you probably shouldn't think of this as "typical SE (whatever that is)." From interviews with Yoshida and Wada, the entire force of Square-Enix is behind this game right now, and this time it won't be released until it's truly ready.
Is [whatever] like it was in FFXI?
Pretty much: no. Outside of a few normal MMORPG things like "you can fight monsters for items" and names of things, the game is more like World of Warcraft.
Am I Legacy??? I bought the game on release how do I know if I am Legacy what is Legacy Tell ME ABOUT LEGACY LEGACY LEGACY!!!!
* Credit to Something Awful for information
» Edited on: 2013-07-16 17:10:27