Ffxiv Alliance Raid Roulette Requirements

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Final Fantasy XIV Patch 5.3 includes the much requested ARR Main Scenario revamp, which was previously the game’s longest slog. While the story leading through the original 2.0 release up towards Heavensward had some excellent moments and writing, it was largely padded with monotonous quests. Thankfully that won’t be as much of an issue moving forward, but a couple of once optional quests have been made mandatory.

'But they won't require someone do a 24man raid to progress MSQ' They require people to do all kinds of 4man dungeons with longer queues and longer clear times. I believe they correctly identify that Alliance Roulette is currently more than sufficient to fill those instances quickly and this is no more inconvenient than a quest involving a dungeon.

The ARR Main Scenario revamp has had 13% of the quests removed; others revised to be simpler.

That’s the short of the ARR Main Scenario overhaul. For anyone familiar with the quest line from 2.0 to 2.5 that’s a substantial number of quests that simply don’t exist anymore. Furthermore, many of the remaining quests have been made easier to complete, though we don’t know which ones quite yet (expect to kill fewer enemies, scavenge fewer items, and talk to less people).

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  • I posted a solution in 3 parts: separate the CT raids into a separate roulette called Alliance MSQ, require full unlock of each raid tier a player decides to start before the roulette becomes available, based on player level (so all CT if under lvl 60, all Void Raids if under lvl 70, etc-assuming the player chose to unlock those) and make the.
  • An issue in the Copied Factory alliance raid dungeon wherein, under certain conditions, players outside of the battle area are able to use pets to heal those inside. An issue in the Copied Factory alliance raid dungeon wherein some NPC names are displayed incorrectly in the French version of the game.

To make the whole ARR MSQ a more streamlined affair experience points from these quests have been increased across the board, and the rewards have also been overhauled to better assist progression (you’ll be less likely to find yourself below item level requirements while trying to progress the story). The goal was to allow players to push the main scenario without needing to complete side quests to keep up with the level and gear requirements. ARR dungeons have received a similar overhaul – all the junk items were pulled from chests, an experience bonus was added for first time completion, and you’ll now net a guaranteed piece of equipment for your class upon clearing the final boss.

That all said, two previous side quests have been made mandatory for ARR MSQ progression. The first is the simplest: “My Little Chocobo” must be completed either prior to accepting “Operation Archon“, or “The First Flight of the Excelsior” if you’ve already cleared ARR and have yet to finish Heavensward. You’ll want to grab this one when it becomes available at level 20 regardless: it provides you with your first mount, which makes traveling about substantially faster.

The second requirement is “The Light of Hope“, which is at the end of the Crystal Tower Alliance Raid quest chain. You’ll need this out of the way if you haven’t cleared “A Time to Every Purpose“, which is near the finale of the post-ARR MSQ. If you are enjoying the story then I strongly recommend not plowing through this as quickly as possible. The Crystal Tower arc plays a large role in Shadowbringers, so you’ll want to pay attention if you care about the greater narrative in Final Fantasy XIV.

Those are the only new requirements for completing the ARR Main Scenario revamp. As an added bonus, everyone unlocks flying in Eorzea after clearing “The Ultimate Weapon”, so those of you who have yet to finish the MSQ from 2.1 to 2.5 will have a far better time clearing those quests than us old-heads who had to do them all by foot. Good times, good times.

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Just bear this one last point in mind: if you were on one of the deleted or revamped quests you’ll be prompted to either pick up the next quest (if you were on a removed one), or to reacquire your current quest (if it was revised). The duty list and your journal will notify you if this is the case, and you’ll be pointed towards where you need to go next.

- This article was updated on:August 11th, 2020

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Final Fantasy Patch 5.3 has streamlined the original Main Scenario questline from A Realm Reborn, but a couple new requirements have been added. One of these is the Crystal Tower storyline, and you can’t wrap up the post-A Realm Reborn story until you’ve finished the quest “The Light of Hope”. This quest is at the far end of the Crystal Tower arc, meaning you’ll need to clear all three wings of the raid to move on.

The Crystal Tower quest-chain starts in Mor Dhona.

“The Light of Hope” requirement doesn’t occur till you are deep within the post-ARR MSQ, so you’ll want to plug away at the post-ARR story until it tells you to complete that specific quest. You will need to be iLvL 55 to access the first wing of the Crystal Tower raid, The Labyrinth of the Ancients, but the updated loot tables from both quests and dungeons should get you up and over this barrier.

Once you’ve reached the quest “A Time to Every Purpose” and are sitting at or above iLvL 55 grab “Legacy of Allag” from the Outlandish Man (X: 21.8 Y: 8.1) in Mor Dhona. This will kick off the Crystal Tower arc, and all you need to do is follow it to reach “The Light of Hope”. Clearing the wings won’t be much of an issue: they’re part of the Alliance Raid roulette, meaning high-level players dominate the alliances. While you shouldn’t ignore mechanics entirely, you’re likely gonna get carried. That said, there is no limit on loot in the Crystal Tower raids, so grab any upgrades you can – they’ll make later quests easier.

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Ffxiv Alliance Raid Roulette Requirements Guide

The story is lengthy, but I recommend watching all the cutscenes. The Crystal Tower story was made a requirement for a reason. The events in this arc play a large role in the Shadowbringers expansion, so unless you give zero shits about the story you’ll want to pay attention. Once you clear the third wing, The World of Darkness, you’ll move on to “The Light of Hope”, and once that’s cleared you’ll be able to resume your progress in the post-ARR MSQ. There are two quests that follow “The Light of Hope”, but they are not needed to move on with ARR. I recommend them for the extra story, but you can ignore them if you so choose.

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