FFXIV sidequests elements

In part one, I mentioned that I felt like the advance ment path set out for Disciples of War and Magic (consisting of storyline quests augmented by sidequests and the occasional FATE, dungeon, and guildhest) worked fairly well up until about level 40. The reason for this is pretty simple: One of the essential parts of that equation — namely sidequests — practically disappears from the game at that point. In the interest of full disclosure, I’m currently level 47. I’ve been level 47 for a while now, in fact, because I can’t seem to bring myself to get over this hump.

Around level 44 I noticed a pretty large influx of sidequests, which was more than welcome considering that up until that point it had been pretty much nothing but FATE grinding and the occasional dungeon run. Though dungeons are, in my opinion, considerably more enjoyable than FATEs, they’re also considerably more time-consuming, therefore making them much less efficient. FFXIV Power leveling “Well obviously,” I’m sure many of you are saying, rolling your eyes with exasperation, “you should just do dungeons since they’re more fun. Who cares about efficiency?” And you’d be right if it weren’t for the fact that, even compared to the mindless grind of FATE farming, doing the same dungeon or two over and over again quickly loses its appeal.

And then, as if to taunt me further, at level 47 the story quest also abandoned me, leaving me to my own devices until I’m able to pick up the next part at level 49. So there my poor Miqo’te sits in Mor Dhona, praying for FATEs and wishing that guildleves weren’t a complete waste of time and allowances. In my opinion, Square Enix desperately needs to make some adjustments to the rate of experience gain — or at least the venues through which to progress — at the higher levels. Whether that means buffing dungeon and guildleve XP or nerfing FATE XP (but still, seriously, buff leve XP), I don’t know, but something needs to be done because the trudge through these last few levels has put a serious damper on my previous enthusiasm for the game.

So that finally concludes my thoughts on the path of the Disciples of War and Magic, or most of them at any rate, so let’s move on to another subject entirely: the Disciples of the Hand and Land. Let’s begin with the fastidious manufacturers of Eorzea, the Disciples of the Hand.