1988: The End of Ascalon

Finished the Heavensward main story quest today. WOW.

Spoilers ahead!

I was pleased that the team went all-out and gave us a full-on Final Fantasy finale. The final dungeon, the Aetherochemical Research Facility, gradually gets weirder and weirder as you progress through it, until you eventually reach what is clearly The Final Boss Room, in which you’re set upon by not one but two Ascians, the dark-robed ne’er-do-wells whose evil machinations have been behind most of the Bad Things happening in Eorzea throughout the Final Fantasy XIV narrative.

Delightfully, this battle against the Ascians even does the typical Final Fantasy thing of unfolding across multiple forms, with the “merged” form of the two Ascians creating “Ascian Prime” and battering you with some of the most spectacular attacks in the entire game. Lest you thought that Final Fantasy XIV would lose some of the series’ trademark spectacle owing to the fact that its multiplayer nature makes cinematic camera angles and lengthy spell sequences impractical, this confrontation very much dispels that notion.

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That’s not the end, though. The battle against Ascian Prime — the conclusion of which finally sees recurring villain Lahabrea apparently dealt with once and for all — is followed up by an eight-player Trial in the research facility’s Singularity Reactor, in which you face off against Ishgard’s Archibishop, Heavensward’s main villain.

This being Final Fantasy, however, you don’t just fight a doddering old man with an obscene amount of hit points. No; shortly before your battle with him, he draws upon the power of the Eyes of Nidhogg to channel the spirit of Ishgard’s legendary king Thorden — he who, with his knights twelve, originally laid Nidhogg low and took the great wyrm’s eyes — and become a Primal incarnation of the ancient king. Naturally, this involves him growing to approximately ten storeys in height in the process, and his bodyguards, the twelve knights of the Heaven’s Ward (do you see what they did there) undergo similar transformations prior to your final battle against the whole sorry lot of them.

The actual battle against Thorden and the knights is amazing. Final Fantasy veterans will doubtless recognise this setup as an excuse to bring in the notorious summon “Knights of the Round”, and indeed the final boss battle is effectively you fighting Knights of the Round, complete with ridiculously overblown attack animations — including, at one point, the reactor in which you’re fighting seemingly floating up into space, then your entire screen shattering to bring you back to reality. (This animation is pretty much a direct reference to Knights of the Round’s appearance in Final Fantasy VII, whose attack animation “Ultimate End” was the most powerful ability you could equip your characters with in the whole game.)

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It’s a fitting end for Heavensward’s story, which has overall been a great addition to the ranks of Final Fantasy narratives throughout history. And it leaves some nice open teaser threads at the end ready for future content patches and the continuation of the story — most notably the character Estinien’s possession by the spirit of Nidhogg, the latter of whom is understandably pissed off at the world for numerous reasons, not least of which being the fact that he had his eyes scooped out, and some thousand years later, was killed by some young upstart claiming to represent the spirit of the planet itself.

Anyway. It was good stuff, and sets the scene nicely for the launch of the new raid dungeon Alexander, which must be due pretty soon now. (Indeed, the ending cutscene shows Alexander rising out of the water in the Dravanian Hinterlands, though it is as yet impossible to enter the great iron giant.)

I’m glad I beat the story (and the two “post-ending” dungeons Neverreap and The Fractal Continuum, both of which are a lot of fun — and pleasingly challenging) and am looking forward to seeing what’s next. In the meantime, I have an official full-on review of the expansion to write for Gamespot, so watch out for that soon.

1987: At the Gates of Heaven

Back to “reality” for Andie and I now, and we’re both closing in on the finale of the main story quest in Heavensward. It’s been a pretty spectacular journey up until this point, which I shall endeavour not to spoil to a significant degree in this post, largely because I don’t yet know how it all ends.

Heavensward has achieved that which I wasn’t sure it would be able to do: it’s surpassed A Realm Reborn in almost every possible way, but particularly when it comes to the main story. While A Realm Reborn had a solid narrative that chronicled your character’s humble beginnings up to their awakening as the Warrior of Light and beyond, taking in their victories over the fierce Primals of Eorzea and the Empire’s ultimate weapon in the process, I found the Final Fantasy XII-style political manoeuvring that made up a significant part of the plot to be less interesting than something a bit more, for want of a better word, “JRPG”.

Heavensward, meanwhile, feels more like a “Final Fantasy“. This isn’t to say that A Realm Reborn didn’t feel like Final Fantasy at all — I described it as one of the best new Final Fantasies in recent years back when I reviewed it for USgamer, after all — but Heavensward feels more like a traditional Final Fantasy.

It achieves this in a number of different ways. For one, it tones down the political machinations that gradually built up over the course of A Realm Reborn, and which came to a rather shocking climax at the end of patch 2.55, Before the Fall, which acted as a prelude to Heavensward. These narrative threads are picked up and explored further — though some look as if they’re going to remain unresolved until a later content patch — but for the most part Heavensward is an all-original story.

For another, the narrative feels more like an epic journey. In A Realm Reborn, you spent a lot of your time going back and forth between the three main areas, and, aside from the initial quest where you leave your starting city to go and visit the other two, it didn’t really feel like the typical JRPG journey of gradually getting further and further away from your starting point, with more and more outlandish things happening as you go. Heavensward, meanwhile, does adopt this style of journey, beginning in the familiar snowy wastes of Coerthas, some of which we had the opportunity to explore in A Realm Reborn, but before long giving way to the lush forests and rocky mountains of the Dravanian Forelands, the otherworldly floating islands of the Churning Mists and the Sea of Clouds, the mysterious abandoned city of the Dravanian Hinterlands — an important location to Final Fantasy XIV lore as a whole, as it turns out — and, ultimately, a final region which doesn’t feel at all like a typical MMO field, instead very much feeling like an authentic JRPG The Very Definitely Final Dungeon.

The journey you undertake throughout the narrative is emphasised by some lovely narration from David Warner upon your first entry to each area. A Realm Reborn had plenty of florid prose, but Heavensward refines this with some almost poetic writing that gives the game a very distinctive voice and tone throughout. It feels strange to compliment the writing in an MMO, a type of game not particularly known for stellar storytelling (Hi, World of Warcraft!) but Heavensward really doesn’t skimp on this front, and it’s all the stronger for it.

I’m really looking forward to seeing how the story ends — and, of course, getting involved with what comes after that. It can’t be long now until the launch of the new raid dungeon Alexander, and I’m very intrigued to see how all that fits in with the overall lore. Previous raid The Binding Coil of Bahamut turned out to be extremely relevant to the original game’s lore — and even more relevant to Heavensward, as it happens — so I’m looking forward to experiencing Alexander’s encounters and story to see what happens.

For now, though, I’m still flagging a bit after all the excitement of the weekend, so I think it’s time to get some sleep.

1986: The Day After

I am absolutely exhausted. I was fine for most of today — presumably still riding high on the nerves/stress/adrenaline from yesterday — but in the last half hour or so I’ve started a real slump and I am now extremely ready to go to bed and sleep for about a week.

It’s back to relative normality tomorrow, though, as I have a bunch of work to do this week; that said, we are heading off to go and visit my parents later in the week, so that will be nice to have a change of scenery for a couple of days.

I talk about nerves, stress and adrenaline, but yesterday really wasn’t all that majorly stressful in the end. I know that weddings can be complicated and stressful affairs when you have lots of moving parts involved, but we deliberately decided to keep things very simple. Specifically, we identified all the parts of weddings that we both hated (spending hours over photographs, obnoxious DJs, shoehorned-in “entertainment”, poncy food) and eliminated those from the equation altogether, leaving us with a fairly bare-bones ceremony and reception, but one at which most people seemed to enjoy themselves a great deal. After all, if we hate those aspects of weddings, it’s entirely possible that other people do too!

But it’s all over now, and it kind of doesn’t quite feel like it was real. I’m sure it’ll sink in eventually — particularly as I’m now quite conscious of the ring on my finger — but for now, it’s probably the tiredness talking, but I’m enjoying the gently euphoric sense of knowing that it’s all over and done with and we can both now look forward to whatever the future holds.

Now, I know this has been a short entry, but I am knackered. And as such I will bid you all a good night.

1985: MAWWIAGE

Andie and I got married today. It’s now half past midnight and we’re both very much ready to sleep after a very long day that absolutely flew by. Kind of doesn’t quite feel real in some ways.

I’m going to keep this brief because I’m knackered, but I wanted to say thanks to everyone who showed up to celebrate with us.

A particular thanks to our parents for helping with organisation, decoration and, y’know, paying for shit.

Thanks to my best man Tim for a lovely speech that summed up our friendship nicely.

Thanks to those who came a long way to celebrate with us, like my brother and Andie’s extended family.

Thanks to Rob for helping with sound.

Thanks to Woody for getting drunk enough to pour milk on his cake and then attempt to convince me that he fully intended to do that and did not, in fact, mistake milk for cream.

And thanks to my lovely new wife for sticking by me through the good times and the bad — much as I’ve done for her in return — and for agreeing to do this marriage thing and take the next step in our life together. Next stop: cat.

Time to sleep.

1984: [Insert Wedding-Related Lyric Of Your Choice Here]

I am, as they say, getting married in the… wait, no, it’s tomorrow afternoon. 3pm, to be precise.

Today was the ceremony rehearsal, which was rather more informal than I was expecting. Although I’ve been married before, my previous marriage was a civil ceremony in a hotel and as such was a little less dependent on tradition, ceremony and symbolism. Tomorrow’s wedding — which will hopefully be my last — is a church wedding, however, which is altogether more “formal”. The rehearsal, meanwhile, was pretty much just a runthrough of what is going to happen when and who needs to stand where.

We’re having a pretty simple and straightforward ceremony. Neither Andie or I are particularly religious, but given Andie’s family’s ties to the clergy (her late father was a member of the clergy in the church we’re getting married in tomorrow) it felt entirely appropriate to have a church wedding. We did, however, decide to put our respective feet down a little and not have any hymns or traditional organ music, because frankly, both of those things are far too sombre and dirge-like for our liking. Instead, we’re coming in to the same music that introduced our in-game wedding in Final Fantasy XIV, our signing of the register is accompanied by two tracks from the Ar Tonelico series, and we’re leaving the church accompanied by EXEC_COSMOFLIPS/. from Ar Tonelico Qoga. They’re all strikingly powerful pieces of music that will hopefully leave something of an impression on those who hear them, even if they’re unfamiliar with the original context.

Over the last few days, I’ve spent some time assembling the music playlists for the reception afterwards. In keeping with our desire to keep things simple and personal, we’ve opted to not have a DJ or disco, and are instead having music from my tablet pumped through a PA system. That way people who want to get up and dance can do, and those who just want to chill out, talk with people and enjoy socialising can do without some braying idiot bellowing exhortations to gyrate wildly at them. (I loathe wedding DJs, particularly those of the breed that believe everyone should be dancing at all times, otherwise they are somehow a failure.)

There’s another reason for doing things this way, though; taking a DJ out of the equation means that we have control over the music, and as such the playlists I’ve been assembling — a slower-paced one for during the meal and a more energetic one for when everyone’s finished — are made up of a… somewhat eclectic selection of tracks, to say the least, but by doing that I feel that we’ve managed to capture our respective personalities and histories quite nicely. There’s a mix of stuff from our respective youths, some modern stuff that we like the sound of, and some stuff that will only mean something to a few people in the room — bits of the Final Fantasy XIV soundtrack, songs from Love Live!, music from the Ace Attorney series. There’s also Babymetal, because Babymetal, and I think there’s at least one Taylor Swift track in there, if only to placate our Taylor Swift-obsessed guildmate. (He isn’t at the wedding, but he probably appreciates the thought.)

I’ve written my speech and have some ideas on how to ad lib in a few places so I’m not just reading off a card. The venue is pretty much set up, with only a few minor bits and bobs to take care of in the morning. I remembered to bring my suit with me, and my shoes. We have the rings with us.

I think we’re ready to go!

Barring any last-minute anxious posting tomorrow morning — which is entirely possible, as I still feel rather calm right now, which I think is freaking people out a bit — the next time I speak with you all, dear readers, I will be a married man. Hooray!

1983: Drifting Along

Wedding in a couple of days (well, technically tomorrow at the time of writing), but there’s not a lot to say about it right now other than “it’s happening on Saturday”. So in an effort to write about something else — and spare you Heavensward gushing for another day or two, at least until I finish the main storyline — I thought I’d talk a little more about Drift Girls, a mobile game I discovered a short while back and have been playing at least a little bit every day ever since.

Drift Girls, lest you forget — or are unfamiliar — is an iOS and Android game by Korean developer NHN BlackPick, localised and brought to the West by a company called Toast. It’s a curious little game in many ways — in some respects, it’s similar to the “gacha” collectible card games that are a particular popular product of the Asian mobile development market, but in others it’s entirely its own beast. Either way, it’s a genuinely great, enjoyable game that I’ve been having a whole lot of fun with.

It’s kind of a driving game, and it’s kind of a dating sim. Both of those elements are intertwined, however; the girls you woo in the dating sim part of the game become passengers while you race, and different girls provide different bonuses to your car’s performance. There are also other benefits to dating, too; reach the maximum affection with a girl and you have the opportunity to whisk her away for an “overnight date” with everything that implies, which makes you “feel better” and improve your vehicle’s performance by a significant amount for the following day.

One of the interesting things about the game, though, is the fact that each and every one of the girls in the cast feels like they’ve had some effort put into their writing — not just in an attempt to show that they have a personality, but to make them feel like they’re all part of the game world. As you get to know each of the girls, it becomes apparent that some of them know one another, and you’ll often get to know several sides of what initially appeared to be a fairly simple story. Later in the game, too, as the overarching main scenario storyline starts to pick up speed with international smuggling, the Mafia and all manner of other silliness, you get the opportunity for another perspective on events by building up a relationship with the lead detective and prosecutor on the case.

The fact that there’s an ongoing narrative and each of the girls clearly has their own little mini-story to work through makes the dating aspect of the game far more than a simple grind to get the girl who provides the biggest bonuses as quickly as possible. Aside from that, too, a system for “exceeding the girl’s limits” by completing challenges allows you to boost their stats considerably as well as uncover a bit more of their personality and story.

But what of the driving bit? Well, it’s very simple, and I’m actually pretty glad of that. Full-on driving games on touchscreens suck beyond belief, so I’m extremely grateful to NHN BlackPick for taking a greatly simplified approach: all you have to do is rev your engine to get a good start, then time your drifts left or right as you enter a corner, then occasionally set off an nitro boost to go a bit faster. In many ways, it has more in common with a rhythm game than a driving game, but it manages to be genuinely exciting, with some lovely graphics, cinematic camera angles and cheesy but entirely appropriate throbbing dance music in the background.

The metagame is fun, too. While there is a “gacha” mechanic for drawing new cars and parts to attach to them, where I’ve found the most fun is in taking the car I started with — a “one-star” Mini-equivalent — and gradually building it up to remain competitive as the opponents in the game get stronger and stronger. So far I’ve successfully upgraded it to “four-star” standard, which is enough for story missions now, but I’m starting to run into a few situations where it’s not quite enough to beat tough opponents.

I compared this type of mobile game to a more traditional MMO a while back, and having spent probably more time with Drift Girls than any other mobile game of its type — along with my hefty experience with Final Fantasy XIV — I stand by that statement. The gradual creep of power; the joy of getting to a point where you can afford a new piece of equipment or get lucky with an item drop; the feeling of progression; the necessity to keep on the “gear treadmill” to continue to progress — all of these things are typical MMO characteristics that are very much present in Drift Girls, and they make for a compelling, addictive experience that has stuck around in my consciousness a lot longer than I thought it would after the initial “haha, wtf is this” appeal wore off.

Turns out it’s actually a really good game. So I think I might just sneak in a quick race or two before I go to sleep tonight…

1982: Below the Threshold

Slimming World tonight, and this week I lost a pleasing 3.5lb. I’m particularly pleased about this because of the impending celebrations at the weekend, which will doubtless involve eating lots of things I “shouldn’t”.

But I’m not going to worry about it. I’m going to enjoy the weekend to the fullest, then make sure I get back on plan once the weekend is over, and going by past experience, that should minimise the damage.

Tonight’s result was pleasing for another reason, though: not only did it mark my crossing the “4 stone lost” threshold, I now find myself in a stone bracket that I can’t remember the last time I was in. In other words, I’m the lightest I’ve been for quite some time. I still have a long way to go, but things are still going nicely in the right direction, which is very motivating.

I find myself wondering if my weight loss is going to continue, since there are some people in the group who really seem to struggle from week to week. At the moment, though, I’m not having too much difficulty keeping to the plan, and I’m seeing fairly consistent results. So in theory, if I just keep doing what I’m doing, things should continue the way they have been — at least until I eventually reach my target.

I don’t know when that will be but after several years of despairing about my weight gain, I do now feel like I’ll be able to reach it. It might take months or even years, but I have faith I’ll get there.

1981: Preparations

Andie and I are getting married at the weekend. That’s pretty close!

I’m looking forward to it a lot. It should be a great day. Both our ceremony and reception are fairly straightforward, simple and low-key (aside from the fact the ceremony is taking place in Westbury’s mahoosive church) and that fits us just perfectly. Besides the obvious meaning of getting married, the day will be an opportunity for both of us to hang out with a whole bunch of people we, in some cases, haven’t had as many opportunities to see recently as we both might have liked.

This week is largely about last-minute preparations, then. My best man Tim and I went to go and pick up our suits earlier today, and we both look pretty great in them. (I do need a haircut, though; that’s tomorrow’s job!) Getting sized for said suit was pleasant confirmation of my weight loss, too; while I’m still getting stuff from the “big and tall” (fat and lanky) section, the numbers involved are… quite a bit smaller than they used to be, which makes me extremely happy.

Other things I’ve been up to this week include putting together the music playlists for the reception — one for during the meal, and a more up-tempo one that people might consider dancing to once everyone has finished stuffing their faces. We’re not having a DJ because wedding DJs suck; we both decided that we’d much rather have our own music playing without some braying idiot bellowing nonsense as Vengaboys blasts out from his sound system that is turned up too loud. (I know I sound like an old fart. I don’t care.) Instead, we’re simply having a tablet with some music on hooked up to a PA system generously loaned by my friend Rob. And that means we can have an entertainingly eclectic selection for people to (hopefully) enjoy over the course of the day — something that I feel reflects us pretty well.

Tomorrow is a day for printing things out. Orders of service, table identification card thingies and any other bits and bobs we might need. Andie’s spent much of the evening writing people’s names and the word “Pavlova” on table-setting cards (assuming they’re having pavlova, of course — and what sort of crazy person wouldn’t?) and, once I’ve taken care of business tomorrow, we should hopefully be pretty much ready to go. Hooray!

That’s that, then. Now, having stayed up to extremely silly times in the morning for the last few days playing Heavensward (which, by the way, is magnificent, if you hadn’t figured that out already) I’m off to bed at a vaguely reasonable hour.

1980: A Right Way and A Wrong Way

I know I said I wouldn’t write about Heavensward again today and I’m not going to focus on it too much, but it will enter into the discussion a little, for reasons that will shortly become apparent.

The separately-sold “expansion pack” as it existed in the ’90s and early ’00s is something of a rarity these days, typically confined to the MMORPG subgenre, while other types of games tend to leverage the high-speed Internet connections most people have these days by offering lots of smaller bits of piecemeal downloadable content.

In some ways, this works well; the “a la carte” approach of piecemeal DLC means that you can pick and choose the things you want to bolt onto your game for a lower price without potentially being stuck with some things you don’t want. On the flip side, however, in my experience, a lot of DLC — though not all — is significantly less substantial in terms of content and value for money than your average expansion pack. There are exceptions, of course — Oblivion’s Shivering Isles DLC springs to mind, as does Burnout Paradise’s additional island whose name escapes me right now — but those are actually both getting back into “expansion pack” territory again, and thus are outliers to a certain degree.

Bungie’s MMO shooter and “thing that isn’t Halo” Destiny had its new expansion announced recently, and it’s kicked up a bit of a fuss, specifically over its pricing. The base game of Destiny has plummeted in price since its original launch, meaning that the new expansion — which costs the same as a full game at £40/$60ish — will, in most cases, be more expensive than the main game. But that’s not what’s got people riled up: the problem is that there’s a super-expensive “Collector’s Edition” coming that features some exclusive content that can only be acquired through this special edition.

Nothing unusual, you might think, until you hear that the Collector’s Edition is only available as a bundle deal including Destiny, its expansion and the pieces of DLC that have been released to date. This means that fans of Destiny who want to get their hands on the exclusive content pretty much have to buy the game and DLC again just to play the expansion. And the alternative means of buying the game for new players — a bundle including Destiny and its expansion for around the £55 mark — effectively means that new players are getting the expansion for considerably less than veterans.

I can’t say I care a whole lot personally because Destiny simply isn’t my type of game, but what surprised and dismayed me a bit about the whole situation was this interview on Eurogamer with creative director Luke Smith — a guy I don’t know that well myself, but who used to work with my brother and was, as I recall, part of the 1up crew. Smith was, to my recollection, always rather outspoken about things, particularly when it came to companies doing shitty things, so it was a tad disappointing to read his responses to Eurogamer coming out as little more than PR-fed “we can’t talk about this” nonsense. And if it was PR-fed, the PR company wants sacking, because Smith’s responses did nothing to alleviate the concerns of players who are upset over all this, and more than likely infuriated them further.

The reason I brought up Heavensward at the beginning is because it’s actually in a similar position to Destiny’s expansion. Final Fantasy XIV itself can be picked up for a pretty low price these days, but Heavensward is not-quite-full-price-but-nearly. The difference, however, is that both existing and prospective players have plenty of choices of how they pick it up. They can buy A Realm Reborn and Heavensward separately. They can buy a bundle including both A Realm Reborn and Heavensward. They can buy Heavensward by itself, in standard and special editions. And they can buy most of these options in both physical and digital formats.

As such, even though Heavensward might seem expensive for an expansion pack — though it’s worth noting that in terms of content, it’s seriously rivalling A Realm Reborn’s base game, at least in terms of story length, sidequests and open-world areas — the player base has had absolutely no objections to how it’s been positioned and sold. In fact, I’ve seen more new players in the game in the last week or so than I have for a very long time — and those new players won’t even be able to touch any of the Heavensward content until they complete A Realm Reborn and its five subsequent content patches.

But they don’t mind, because they’ve been given options, and those options have been made clear. Where Bungie is falling down with Destiny — and where they’re going to lose a lot of previously loyal players if they’re not careful — is this communication side of things. Smith’s responses suggested that Bungie was either unwilling or unable to listen to player concerns on these matters; it may well be a matter of the company’s hands being tied by publisher Activision, but still. That’s not how you build loyalty. That’s how you destroy loyalty.

P.S. Heavensward is amazing. (Sorry.)

1979: One More Post Where I Gush About Heavensward, Then I’ll Find Something Different To Talk About Tomorrow (Probably)

Level 56 now, and I’m starting to really get a feel for the new skills that have been added to Paladin.

Paladin often drew some criticism — or, rather, accusations of being “boring” — for the fact that it was a relatively straightforward class to play, with only two real combos of abilities to use in different circumstances compared to a much wider array of things to do if you’re playing a Warrior. Its main perk over its raging counterpart, however, was its survivability; Warriors have a ton more HP than Paladins, but they also take more damage, while Paladins have fewer HP but a lot more in the way of defensive abilities to mitigate or even nullify damage.

Still, though, I understand the criticisms; once you unlocked all the abilities to form your basic combos, it very much became a case of pressing ability 1, 2, 3 and occasionally stepping out of enemy ability telegraphs. Post-50, though, things get a lot more interesting.

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The oddly-named Sheltron, for example, is an ability whose usefulness doesn’t become immediately apparent. What it does is guarantee that you will block the next physical attack you take. Blocking an attack is usually determined by random chance, influenced by the stats on the shield you’re wielding alongside your sword. Sheltron guarantees a block, and while blocking doesn’t nullify damage altogether, it does reduce the damage by a significant amount. It also has the handy side-effect of restoring some of your magic points when the block goes off, meaning that the Riot Blade combo is no longer the only way to regenerate MP.

Blocking also allows you to counterattack with a move called Shield Swipe, which is actually one of the Paladin’s more potent offensive moves, and also inflicts a status that prevents the enemy from using abilities of the “weaponskill” type. It’s not quite as good as a Stun or Silence, but it can be helpful and give a moment’s grace. The damage is very nice, though — particularly as it’s been buffed since its original incarnation — and it also now generates aggro, meaning you’re not losing out by weaving in a Shield Swipe when it’s up.

The other ability I’ve had the opportunity to play with now is Goring Blade, which follows on from the Riot Blade combo, previously used just for regenerating magic points to allow you to keep casting Flash, your main means of controlling larger groups of enemies at once. Goring Blade, meanwhile, has a solid initial hit followed by a damage-over-time effect. Paladins don’t do a lot of damage generally — it’s not their role, after all — but adding the ticks of damage to what you’re doing anyway — particularly if combined with other DoT effects like Circle of Scorn and Fracture — you can actually put out some fairly respectable numbers. Plus Goring Blade has like the coolest visual effect of all Paladin’s moves that I’ve unlocked so far.

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I just reached level 56 this evening, which is a level at which I unlock another new ability. I’m not sure what it is yet, but I’m very much looking forward to finding out and experimenting with it — one of the most exciting things about the new expansion is the fact that everyone is getting these new abilities at the same time, so there isn’t yet an established “right way” to do things. As such, experimentation is key, and it’s really rewarding to work out an efficient use of abilities for yourself.

But anyway. That’s three days in a row I’ve talked about Heavensward. (It’s really, really, really good.) I promise I will attempt to talk about something else tomorrow. Probably. Maybe.