FFXIV Grand Company is an organization that players will join at around level 20 by completing the main story quests. There are 3 grand companies, The Maelstrom from Limsa Lominsa, The Immortal Flames from Ul'dah and The Order of the Twin Adder from Gridania. Players do not need to choose the Grand Company from his or her city of origin.
Players are able to change their grand companies later on. Players can only change their grand companies once every 15 days. They will no longer be able to use some items that are unique to certain grand companies.
Grand Companies are divided into numerous ranks. Players will start off at the lowest rank of private third class. Players can perform tasks given by the Grand Company to obtain a special currency called Company Seals. Players can talk to the quartermaster at the headquarter of each Grand Company to exchange the seals for unique items or increase his or her rank.
Gathering nodes, except the once- or twice-daily timed nodes, come in three or four sets. In ARR, those four sets are 1 node apiece. In HW, they appear to come in three sets of two (though there may be a fourth set associated with it, the single node that is up for 4 game hours and down for 20, that is used for rarer materials and for gathering's version of desynthesis).
In either case, hitting one node from the THIRD set (not the fourth!) causes the first to respawn. At that point, hitting one node from either the FIRST or FOURTH (if present) set will cause the second to respawn. And so on. Basically, the last set touched is not reset, but the one before it is, as long as you are touching a set that has not yet been touched since its last respawn.
Yes, what they said could work. If youre gathering them yourself(which i assume based on how you worded the question), then using your skills is the way to speed it up. Personally, i would always look for one of three specific node bonuses for ffxiv gil before starting - often respawning nodes repeatedly until i got one of them. I would look for either the +30% hq node, the yield+ node, or the attempts+2 node(some of those traits may not appear until after level 53). Failing any of those, id use the attempts+1. More swings means more chances for the percentages to work for you. The key skills i focused on were Unearth 2, Solid Reason, and Deep Vigor. Unearth is self explanatory. But if i had a node i knew was going to get to the Deep Vigor guaranteed hq status, an extra swing or two from Solid Reason always felt like a decent investment of GP.
Note on respawning nodes: You dont have to empty a node to cause it to respawn. When you open your 4th node, the server will respawn the first. It calculates an exact position, if any hidden elements are there, and any bonuses at that time. If the node was never cleared, you can often see them move a little on the mini-map as this is done.
Players are able to change their grand companies later on. Players can only change their grand companies once every 15 days. They will no longer be able to use some items that are unique to certain grand companies.
Grand Companies are divided into numerous ranks. Players will start off at the lowest rank of private third class. Players can perform tasks given by the Grand Company to obtain a special currency called Company Seals. Players can talk to the quartermaster at the headquarter of each Grand Company to exchange the seals for unique items or increase his or her rank.
Gathering nodes, except the once- or twice-daily timed nodes, come in three or four sets. In ARR, those four sets are 1 node apiece. In HW, they appear to come in three sets of two (though there may be a fourth set associated with it, the single node that is up for 4 game hours and down for 20, that is used for rarer materials and for gathering's version of desynthesis).
In either case, hitting one node from the THIRD set (not the fourth!) causes the first to respawn. At that point, hitting one node from either the FIRST or FOURTH (if present) set will cause the second to respawn. And so on. Basically, the last set touched is not reset, but the one before it is, as long as you are touching a set that has not yet been touched since its last respawn.
Yes, what they said could work. If youre gathering them yourself(which i assume based on how you worded the question), then using your skills is the way to speed it up. Personally, i would always look for one of three specific node bonuses for ffxiv gil before starting - often respawning nodes repeatedly until i got one of them. I would look for either the +30% hq node, the yield+ node, or the attempts+2 node(some of those traits may not appear until after level 53). Failing any of those, id use the attempts+1. More swings means more chances for the percentages to work for you. The key skills i focused on were Unearth 2, Solid Reason, and Deep Vigor. Unearth is self explanatory. But if i had a node i knew was going to get to the Deep Vigor guaranteed hq status, an extra swing or two from Solid Reason always felt like a decent investment of GP.
Note on respawning nodes: You dont have to empty a node to cause it to respawn. When you open your 4th node, the server will respawn the first. It calculates an exact position, if any hidden elements are there, and any bonuses at that time. If the node was never cleared, you can often see them move a little on the mini-map as this is done.
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