![ff14 amber encased vilekin ff14 amber encased vilekin](https://img.finalfantasyxiv.com/t/8fe819184fa9f441fe018c134584e3bd75a7a4d1_24.png)
The margins are never that tight and healing typically works on a ~10 second rolling window of action and reaction so the presence of actual casts, what healing spell is used and the use of any buffs/debuffs will have a far greater impact. The fix for the time being was making the Keeper's Hymn item really cheap in GC seals since the problem fundamentally is due to two jobs with disparate requirements sharing the same base class so it may get fixed with 5.0 if they use that as a chance to abolish the class system.Īlternatively, keep it in the Int, don't worry about Mind for SCH because it's less of an impact compared to the needs for a DPS job to maximise their output.īasically, under virtually no situation will an additional 1-2% healing potency make or break an encounter. The bonus stats are fixed against the class, which is Arcanist. I take it I should figure this out and start doing it if I have designs on finishing my Anima before Stormblood.Īnd also about a zillion gubal or ARF runs. You start the leve, check for chests, abandon if there are none or if there are and you open them, retry, and do it over again. The chests are either right below you if you are standing on the hill above the goblins or across the road to the South. I use 'Dance, Magic Dance' for this purpose. People pick specific levequests for this method because the spawn points for the chests are predictable. You'll keep the spoils from the chest, and abandoning is faster than completing it and going back to Foundation to pick it up again. Oh, and you should abandon the leve even after you open a chest. That particular one is a small enough area that you can see all the potential locations without moving, if you're in the right spot. I believe there is a reddit post out there with the locations for the level Show Your Work. All chests you find on that will have a vilekin inside, as long as it's a Heavensward leve.Ĭhests spawn in set locations.
![ff14 amber encased vilekin ff14 amber encased vilekin](https://i.ytimg.com/vi/fEwr5azyuXQ/hqdefault.jpg)
![ff14 amber encased vilekin ff14 amber encased vilekin](https://photos.fleetmon.com/vessels/amber-trader_9180853_1969231_XLarge.jpg)
I get the concept, I think just get the leve, go to the area, initiate, no chest, abandon, retry, repeat.īut is it the 1 leve version or the temple leve? Are there set spawn points for the chests or anywhere in the area of the leve and if so, how far out is it worth looking from where the other leve targets are?ġ leve version. Getting the Umbrite itself is still annoying, especially since it's been months since I actually ran the daily stuff daily.Ĭould you expand on this a bit more. I've been using the Amber Encased Vilekin method, starting and abandoning the leve "Show Your Work", hunting for treasure chests. You can probably clock up an hour and a bit of "high value" content per day via the dailies before you need to settle down for the grind. Plus, since centurio marks and the HW beast tribes can be done while you're in a queue, you may as well double up if you're going solo. Thus, if you have a standard light party composition, you can always run dungeons if you're getting burnt out on PotD. And if you're going to the trouble of pulling together a group that's going to bulldoze that sort of stuff you're probably going to have a healer in there. It's just that before you go "Oh, if I can get 10min PotD runs it'll be so much faster!" keep in mind that will likely require a group. Tanks can go up to +5/6)Īre all comparable to grinding via the direct queue to the highest level dungeon or PotD running Centurio Hunts up until the mob becomes challenging to kill (so +3 for most.So, basically, PotD runs are worth it for DPS due to shorter queue times than dungeon finder.īut for tanks and healers maybe not so much?Ĭuriously enough, almost every daily option you have between 51-60 is roughly equivalent in terms of exp/hour 10 mins would be a pre-made group with high level weapons and reasonable amounts of luck but surprisingly, the exp rate is pretty much the same as dungeons runs, though you do get rested, chain and food buff exp bonuses with dungeons which will push the exp rate higher if you have those bonuses. The average of 15mins per run is closer to what you'll get in a matched party scenario. Someone on the FF14 subreddit did the math on how much exp per level Palace gives.