Hướng dẫn FFXIV

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Hướng dẫn FFXIV

Nghe thì có vẻ lạ khi đa phần các tựa game online hiện nay trên thế giới đều mở cửa miễn phí giờ chơi, thế nhưng Final Fantasy XIV lại khác. Trò chơi này yêu cầu người chơi phải trả phí theo tháng với giá khoảng 15 USD. Không chỉ có vậy, người chơi sẽ còn phải trả tiền mua bản quyền game với giá 60 USD, chưa kể tiền mua phiên bản update mới với cái giá cũng không hề rẻ tí nào.

Nếu như trước đây, Final Fantasy XIV chỉ cho phép game thủ được phép chơi thử trong vòng vọn vẻn có 14 ngày thì hiện nay, chúng ta đã có thể thỏa thích trải nghiệm trò chơi không giới hạn thời gian.

Square Enix vừa thông báo, gói Starter Edition của tựa game Final Fantasy XIV: A Realm Reborn sẽ được miễn phí tải về trên PS4 cho đến ngày 26 tháng 5, và có giá trị vĩnh viễn sau khi được tải về máy bạn. Thêm vào đó, bạn cũng sẽ được tặng thêm 30 ngày đăng kí tức có thể chơi game hoàn toàn miễn phí trong vòng một tháng tiếp đó.

Thế giới trong Final Fantasy XIV Online rất tuyệt vời, không chỉ ở khía cạnh đồ họa với môi trường cực đẹp so với nhiều tựa MMORPG hiện nay, mà còn ở khía cạnh tương tác và tùy biến nhân vật. Đây là một trong những tựa game hiếm hoi trên thị trường hiện nay vẫn duy trì mô hình bán game và thu phí hàng tháng. Thế nhưng, trò chơi vẫn sống tốt từ thời điểm phát hành năm 2013 đến nay với lượng người chơi phát triển ổn định, cho thấy mức độ hấp dẫn của nó như thế nào.

Để tải game, bạn cần phải đăng nhập tài khoản PSN US hoặc EU vào máy PS4 và tìm tên game trên PlayStation Store. Hoặc cách thứ hai là đăng nhập tài khoản PSN vào trang web và sử dụng các liên kết tương ứng bên dưới tùy theo tài khoản mà bạn đăng ký thuộc khu vực nào.

Tải ngay kẻo lỡ: PlayStation Store US | PlayStation Store UK | PlayStation Store Australia

Lưu ý:

  • FINAL FANTASY XIV không phát hành tại khu vực SEA nên bạn sẽ không tìm thấy game trên PlayStation Store các khu vực này.
  •  FINAL FANTASY XIV không khóa server theo khu vực, nhưng nếu muốn chơi cùng nhiều người Việt thì data center Elemental ở Nhật là lựa chọn tốt nhất.

Hướng dẫn FFXIV

Master a variety of actions, and turn the tide of battle!

In FINAL FANTASY XIV, sufficient mastery of a class will open up the path to one or more related jobs and their respective actions.
To learn more about job actions, traits, and job gauges, check out the section below.

Hướng dẫn FFXIV
Tank

High in HP and trained in defense, a tank serves as the party's shield. Skilled at keeping a foe's attention and bearing the brunt of enemy attacks.

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Healer

Healers use restorative arts to mend wounded companions. They can also help to mitigate damage, remove detrimental effects, and even bring fallen allies back to life.

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DPS

Melee DPS Melee DPS are close-range attackers. Focused on combos and careful positioning to inflict the maximum amount of damage.

Physical Ranged DPS Physical ranged DPS attack foes from a distance. They excel at inflicting sustained damage, and also provide support for companions.

Magical Ranged DPS Magical ranged DPS attack foes using a variety of arcane arts. Movement is restricted by casting times, but they excel at inflicting high burst damage.

View PvP Actions

Patch 6.2 Adjustments Overview

With the release of Patch 6.2, adjustments have been made to the effectiveness of the direct hit rate attribute, as well as status effects that influence critical hit rate and direct hit rate. Adjustments to job actions in this patch were made bearing in mind their increased damage potential as a result of these changes.

For jobs in the tank role, action potencies have been adjusted to improve the balance between them.
A number of other minor adjustments have also been made. These include, but are not limited to, changes to enmity generation, effect duration, and range of certain actions, as well as the functionality of actions that replace others upon execution.

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Tank The adjustments to tank role jobs were made to help ensure tanks can safely maintain enmity when tank swapping in any given encounter.
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Gladiator/Paladin The potency of several paladin actions has been increased to keep in line with other tank jobs. As this job has difficulty outputting high levels of burst damage, we chose to raise its damage floor by adjusting action potency.
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Marauder/Warrior The potency of warrior actions has been increased. In contrast to paladin, warrior excels at dealing burst damage, which is why we chose to focus on increasing the potency of their basic combo, rather than focus on any single action.
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Dark Knight When engaging multiple enemies, the dark knight's simulacrum was subject to selecting undesirable targets, which is why we have adjusted its behavior to ensure players can designate a specific target.

Its duration has also been reduced slightly to better suit situations where burst damage is necessary. In accordance with this change, the action Quietus was removed from its rotation, and the potency of its remaining actions was increased. The potency of dark knight's Abyssal Drain was also increased to coincide with these adjustments.

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Gunbreaker A number of adjustments were made to improve overall playability. The change to the recast timer of Bloodfest was to ensure gunbreaker can line up their abilities with the burst phase of other jobs. Simply increasing the recast timer of this one action would weaken the job, however, so the potency of several other actions was increased.

We also increased the range for actions that can be executed after Continuation so that players can more easily position themselves when using them.

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Dragoon Based on player feedback, we have changed Mirage Dive so it no longer overwrites Jump or High Jump on the hotbar when under the effect of Dive Ready.
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Samurai Because samurai's area of effect damage was insufficient in duties over level 60, the potency of such attacks has been increased.
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Reaper The potency of reaper actions has been increased to keep in line with other melee DPS jobs. Because reaper deals sufficient burst damage, adjustments were focused on their basic combo actions.
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Machinist When engaging multiple enemies, the Automaton Queen was subject to selecting undesirable targets, which is why we have adjusted its behavior to ensure players can designate a specific target.

The Automaton Queen has also been given a fixed duration, making it better suited to situations where burst damage is necessary. To compensate for the change to duration, the potency of its actions has been adjusted to increase based on the Battery Gauge.

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White Mage The duration of Liturgy of the Bell has been adjusted to improve upon changes made in Patch 6.1, which allowed players to choose when its additional healing effect is triggered.
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Scholar We have removed enmity generation from certain fairy and Seraph actions, allowing scholars to more easily manage their enmity in any given encounter.
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Astrologian Based on player feedback, Minor Arcana will now change into the drawn arcanum rather than the action Crown Play. The effect duration of Redraw has also been adjusted, making it easier to acquire astrosigns.
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Sage A barrier effect was added to Holos to both increase the amount of barrier protection that can be granted at any given time, and improve its overall utility for mitigating damage. The removal of enmity generation from Kardia’s healing effect will also help with the management of enmity in any given encounter.

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Patch 6.21 Adjustments Overview

With the release of Patch 6.21, several adjustments have been made to action potencies to address tank performance issues, primarily in the raid Pandæmonium: Abyssos (Savage).

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Paladin Although paladin has difficulty dealing high levels of burst damage when compared to other tank jobs, they excel at maintaining high sustained damage even when handling battle mechanics, by way of their ranged attacks.

However, recent duties have been designed to include features that reduce stress on tank and melee DPS jobs, such as significantly larger boss targeting circles. Because of these design choices, the unique advantage of paladin's high sustained damage loses its impact.
Using Abyssos: The Eighth Circle (Savage) as an example, there are prolonged periods where the enemy cannot be attacked, as well as mechanics that grant increased damage to players, further emphasizing the value of burst damage. In such situations, the job's incompatibility with the duty becomes more readily apparent.

To substantively resolve these issues, we believe a full re-evaluation of actions is required. That said, waiting for such an evaluation would mean prolonging the unfavorable state of paladin. For this reason, we have elected to increase the potency of their actions in Patch 6.21.

As more significant adjustments to action mechanics will require more time, such changes will be implemented from Patch 6.3 onward. For now, we have elected to adjust actions that will improve the job's burst damage.

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Marauder/Warrior Although warrior excels at dealing burst damage, we found their overall damage to be somewhat lacking compared to other tank jobs, and so we decided to increase the potency of their actions. In Patch 6.2, we focused on improving its basic combo actions. We made further improvements to the potency of combo actions, as well as those that contribute to their burst damage.

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Patch 6.28 Adjustments Overview

After reassessing the balance between jobs within each role, we have made adjustments to the potency of actions for several jobs. As many players are challenging high-end duties at present, we have tried to ensure these adjustments will not adversely affect their action rotations.
Moreover, in light of previous adjustments to reduce stress on tank and melee DPS jobs, we raised the damage floor for ranged DPS jobs to compensate for their diminished impact. However, when reviewing the balance of dancer in relation to other physical ranged DPS jobs, we decided it would not require such adjustments.

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Warrior Although we increased the potency of warrior actions in Patch 6.21, their DPS did not reach the levels we were expecting. We have increased the potency of their actions again to further improve burst damage.
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Reaper After reviewing the balance between melee DPS jobs, we decided to increase the DPS of reaper actions. While we improved the strength of their basic combo in Patch 6.2, in Patch 6.28 we focused on improvements to burst damage in hopes of striking a better balance between burst and non-burst DPS.
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Bard We wanted to raise the damage floor of ranged DPS classes, while also maintaining balance within the physical ranged DPS role. Because we wish to avoid adjustments that would significantly affect DPS rotations, we have only raised the potency of Empyreal Arrow.
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Machinist We wanted to raise the damage floor of ranged DPS classes, while also maintaining balance within the physical ranged DPS role. The adjustments made to machinist should help to improve their burst and non-burst DPS.
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Black Mage We've made several adjustments to increase the damage floor of magical ranged DPS jobs. To avoid significant changes to black mage DPS rotations, we have focused on improving a select few actions, as well as the trait Enhanced Enochian III. These adjustments should help to improve both burst and non-burst DPS.
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Summoner We've made several adjustments to increase the damage floor of magical ranged DPS jobs. The adjustments made to summoner should help improve both burst and non-burst DPS.
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Red Mage We've made several adjustments to increase the damage floor of magical ranged DPS jobs. To ensure balance is maintained at lower levels, we added increased action potencies to the level 84 trait Red Magic Mastery III, improving overall burst damage at higher levels of play.
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Sage We've made several adjustments to address DPS balance within the healer role. To ensure all sages felt the benefits of these changes, regardless of playstyle, we chose to increase the potency of Phlegma III. Because its unique recast timer does not hinder the use of other actions, we believe this change will result in improved DPS.

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