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SC damage wasn't enhanced like it is on Apex/Locus, but it did pretty normal damage.
People have just become used to seeing boosted SC numbers and didn't realize it, these monsters take regular damage. The -50% DT is fine with me because the other answer would of been x2 HP with a 99K cap. I prefer having an effective cap of 199K because you can still hit 80~99K even with -50% DT and multi-steps work really well.
For context we went in with a full party of 3 DD, 1 BRD, 1 COR, 1 WHM and just ran through the floors wiping everything out.
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Absolutely no one here is saying they expected some overwhelming improvements on that level.
Yes they are. The core iLevel values got raised to be consistent with Empy +3 / Gaol gear along with a handful of per-slot specific values. The gear is demonstrably better. You didn't want merely "better", you wanted it to replace Gaol and Empy gear in the same way Empy / Gaol replaced what was before it. People here were expecting an entirely new gear tier because Gaol and Empy gear are years old and they wanted a reason to go chase stuff. A big part of FFXI's fun is building your gearsets and doing these kinds of upgrades do that.
It just sounds identical to what people were saying when Empy +2 dropped.
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By Kaffy on 2025-06-11 08:30:42
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terrible reception on the NA side
FFXIAH does not represent the NA community, and I don't see real negative feedback from it anywhere else cause people seem happy to just be doing something new. XIAH is about 10-20 doomposters that are never happy no matter what is added. Many of them don't even play the game.
https://www.ffxiah.com/item/3399/odious-mirror
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This content feels pretty bad tbh. -50% damage is one thing, but nerfing skillchains this hard on top of it just doesn't feel fun to play and make this a real chore to do solo. It also punishes you for teaming up by having to kill more targets per floor.

Just for reference about skillchains
I see no severe reduction. That's just 2 step.
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While I would have loved more job-specific stats to be increased / added to job-specific-equipment, one thing is for sure, at least on my server - we have by far the largest amount of active players online at any given time that I've seen since covid days. Seeing a lot of old names that haven't been around in a long time. A near 100% increase in online player count.
Whether they stay or not is another story. Still pleasantly surprised we're getting the amount of effort and updates to the game after being told it's basically being put on life support.
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By Rairin on 2025-06-11 08:16:24
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Again, I wasn't defending their choice or saying they did the right thing. I was saying that you probably shouldn't expect +5 to come out and be amazing.
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I think it's only up to 100k each if you don't reach the cap the previous week. If you do it enough week 1 and get 50k Temenos units I imagine the week after your cap is still 50k. I don't know if the cap increases are permanent?
I also assume if your cap is increased to let's say 33k and you got 20k/33k for that week. Next week your cap would be 33k+13k. If you did no Temenos that week then it would be 33k+13k+33k. Continuing like this until your cap is 100k. Then I assume if you clear a bunch of Temenos at that point, get all your cap increases and get to 100k units. The week after that your cap would be back to 50k.
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What really disappointed me... was the content.
I was expecting a 10–15% increase in item stats something sharp, meaningful. But hey... guess we didn’t get that, did we?
With this update, the difference between Matsui-sama and Fujito-san really showed.
Matsui loves high-quality, hardcore content. The kind that grabs you by the collar intense, brutal, designed for tight 6-man teams.
Fujito, on the other hand... he leans into something safer, more conservative. He’s focused on accessibility, making sure it’s friendly for everyone.
What I was hoping for was two new battlegrounds inspired by Dynamis.
Apollyon: Designed for 6 to 18 players, with a 2-hour time limit and a 48-hour cooldown. The challenge begins at around Dynamis Wave 2.5 difficulty and rises to match the intensity of Wave 3.0. The final boss? None other than ULTIMA WEAPON.
Temenos: Follows the same structure, but this time you’re up against OMEGA WEAPON. And the 48-hour cooldown would be completely separate from Apollyon’s.
Now that... that would’ve been content worthy of the name. The kind of fight night that makes warriors grin and hearts race.
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If you want that. Stop going right now. Don't even enter one time. Force them to sweeten the pot.
But you won't.
It's not a specific you, it's the royal you. Anyone who read it "you". It should go without saying, but no matter how many times I elaborate, it never sticks.
I'll throw you a bone, cause I can't be bothered to care about the +4.
Do it OR complain about it. Not both. (Neither is an acceptable answer)
Thanks for the advice. I'll keep it mind while I both do the content and simultaneously complain about it.
The grace from appolyon is +4 to all stats (lol)
Im (c)hoping the last grace will come handy in the future.
18-20k points having done each side twice (including ??? and a 5k chest) The grind is pretty hard.
And did i understand that correctly that you need to open 20 chests to have 100k points cap?
I think the cap is 50k per zone, not 100k per zone. So more like 7 per zone.
You can acquire up to 50,000 of both Temenos Units and Apollyon Units per week. If you have not reached the limit after the week changes, the amount you were short will be added to your acquisition limit for the new week. Including any added amounts, the most Temenos Units/Apollyon Units you can have is 100,000 of each one.
Weekly cap yes, overall is 100k for each unless that was lost in translation
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By Rairin on 2025-06-11 07:47:31
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I wasn't really arguing about power balance or what they should've done; they absolutely could've increased some of the unique stats. I don't think increasing spae. coat to 3% would've been fair, but they absolutely could've added an additional point of refresh or regen to a lot of pieces. Throwing in DT so the WS pieces aren't squishy would've made sense. Most of the unique stats could be boosted.
I was just saying that historically, they have frontloaded most of the benefit on the first of 2 upgrade steps. It doesn't seem likely they are planning a second upgrade step that does everything we were hoping for.
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By K123 on 2025-06-11 07:40:49
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make the gear competitive to Sortie+3 It's not really the point though, the WSD pieces don't overlap... and many of the AF+relic have unique stats we expected to be enhanced.
It's crazy that whm legs got a higher % return on +2 then +3 when they were already OP. Why can't BLM get 3% MP back? etc.
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I have to agree with the above statement: This is one of the most thought out and complete guides I have ever seen! Wonderful contribution to the community!
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I don't know ***about PLD so I won't judge the content itself, but as far as how the guide looks, the overall formating and presentation goes, I think you did a tremendous job.
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By K123 on 2025-06-11 07:04:46
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RDM relic feet are priority #1? All enfeebs that favors "effect" should be cast in Relic Feet +3, so +4 which then gets more macc+skill. Is a decent upgrade If you're a main/only RDM sure, but if you play a few jobs they aren't that urgent vs getting more WSD 12% pieces IMO.
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To be frank, I'm giving a wide berth for benefit of the doubt here myself.. Some of the posts on the first page are fair criticisms of why make this guide when the Community Guide on BG already exists.
But, I can also understand as the author of said community guide, it was written partially because I got tired of skimming through the sticky here and seeing the response to questions being: "Just look up Martel's sets."
Either way, I wish you luck in this endeavor, regardless.
Hey, really appreciate your message — especially coming from someone who's worked on a solid community resource like that.
Just to be clear: this guide was never meant to replace or outshine what's already out there. I respect the work others have done and know how much effort it takes to keep those resources updated and useful.
This project started as something personal. My Paladin was already solid, and I wanted to create a reference I wished I’d had when I started. Over time, I gathered notes, tested things, made mistakes, and organized it all in a clean, structured way.
It wasn’t originally meant to be a “gear sets” guide, but more a deep dive into the job itself — enmity mechanics, HP pool logic, gearswap behavior, and so on. The gear sets came later as practical examples to back up the theory.
Even after posting the first version, I kept learning and improving. Some sets I thought were BiS weren’t, and that’s part of the process.
If the early feedback had been fair questions like “why make a new guide?”, I’d have gladly explained. But the first page was mostly flame, jokes, and mockery. Honestly, if someone reads that page now, they might just think, “This guide is trash — everyone says so.”
Now, I laugh it off. It doesn’t bother me anymore. But when you’re deep into building something — formatting, theorycrafting, trying not to mess up — those harsh comments really stick. Especially with that little voice inside saying, “Don’t screw this up. Who do you think you are?”
So yeah — messages like yours really help. They shift the tone, keep the energy positive, and most importantly, motivate me to keep going.
And I won’t lie — reading one or two kind words along the way feels really good.
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By Kaffy on 2025-06-11 06:43:47
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we've been presented with vertical progression in gear from new events for a while now, so that when 220 pieces of horizontal progression gear (and some would argue they barely meet than criteria) are released, people are confused.
it would have helped tremendously if SE would have teased a piece of two of armor before release to temper people's expectations.
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Did it nearly full alliance. Mob HP doesn’t scale with player count (yay). BUT you need something like 25 kills with 16 players to get floor clear. So that sucks.
They need to adjust it because as it stands you’re far more efficient, and get more exemplar points, with just 6 players. Oh well that's pretty ok.
Because I had the feeling there was no scaling at all (number of kills) between 1 and 6 players.
This number instead scales if you go above 6.
I think it's fair. It's not "efficient"? Maybe. When was Alliance ever efficient compared to a small group of very skilled player?
At least you CAN go with an alliance, you CAN bring people with worse gear and compensate the quality with quantity.
This comes at the cost of requiring more kills.
If you ask me this is just perfect. You have an option, you are not forced or incentivized to do it.
Also the scaling is there but it's not as bad as it could.
Truly, this is fantastic imho.
I still have a few parts I don't like (like the 50% DT on 119 or the low EP per kill or the lack of maaaaap) but other than that and the fact that the content itself is a bit... limited, as in "things to do", this is looking good and promising.
Tbf I'm still moderately concerned about the amount of grind required for these modest upgrades, it felt a bit taxing to me considering I spent like what, bit less than 2 hours, to complete 2 wings and walk out with ~3k points. But from the reports I'm reading here the amount of points you get with a 6men party at 130 sounds pretty much on spot, so... maybe that's ok I guess.
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By Slib on 2025-06-11 06:35:16
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This content feels pretty bad tbh. -50% damage is one thing, but nerfing skillchains this hard on top of it just doesn't feel fun to play and make this a real chore to do solo. It also punishes you for teaming up by having to kill more targets per floor.

This has been my life as BLM main. Magic damage always seems to be toned down to the point it becomes pointless to even try so just toss all melee spamming WS at it.
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I dont think 25 kills with 16 players is punishing. I need to kill like 10 or 12 with 6, so I would simply call that scaling.
Also I haven't seen any severe reduce in skillchain damage. It must be some bug with Avatar's BP
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SE better come pretty quick with NMs that have desirable drops, or +5 gear with actual meaningful upgrades that would make people want to use it over what they already have today. Otherwise this event is DOA.
It's this type of hyperbole that makes this conversation feel a little ridiculous. In all fairness, I pulled the most hyperbolic line out of an otherwise fair critique of the content, but your not the only one who I've heard this from. Some of the upgrades are flat out underwhelming. However, calling it DoA is just comical.
This content is more approachable than Omen for new players, certainly more approachable than Dynamis D, it incentivizes under-geared players to group up while making it as easy as possible to do so, it offers that feeling of playing in an MMO thanks to the fact that the zone isn't instanced, and it isn't time-gated to the degree that Sortie and Odyssey is. These goals are (evidently) what the devs believed was missing from the game. What reward structure did this give this super-casual, new-player friendly content? Very marginal rewards, sure. But also notably, a place for under-geared players to find others to play with.
This content is particularly great for players who can't stay subbed consistently. It's easy enough to pick up a couple +3 pieces of AF if you find an LS actively helping with Omen for a couple weeks, but for seasonal players who have to find an active LS every time they resub, this content offers marginal rewards and a place to look for active players. I was initially more critical of the content, but reading so many short-sighted takes has made me feel the need to fall in love with the content.
The producer has stated at least twice, that there will be future updates with better rewards, and he has also stated that the goal for Limbus is to put AF/Relic gear on par with Empyrean. Whether or not they succeed at that will be anyone's guess. But calling a content piece DoA based on it's initial implementation is just willful ignorance.
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I also had an okay time with SC damage on MNK. Shijin or VS to VS to GEO MB killed everything at 125.
SC damage wasn't enhanced like it is on Apex/Locus, but it did pretty normal damage.
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This content feels pretty bad tbh. -50% damage is one thing, but nerfing skillchains this hard on top of it just doesn't feel fun to play and make this a real chore to do solo. It also punishes you for teaming up by having to kill more targets per floor.

I did not have the same problem with SC damage - on the contrary it was working quite well. I went into temenos solo on ninja (119) and 3 step zesho>zesho>zesho killed every target.
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By Brixy on 2025-06-11 06:11:43
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It also punishes you for teaming up by having to kill more targets per floor. wut?
Did it nearly full alliance. Mob HP doesn’t scale with player count (yay). BUT you need something like 25 kills with 16 players to get floor clear. So that sucks.
They need to adjust it because as it stands you’re far more efficient, and get more exemplar points, with just 6 players.
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It also punishes you for teaming up by having to kill more targets per floor. wut?
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I'm glad you've enjoyed the series! I've mentioned this before, but some of the JP blogs that detailed world progression are being taken down by the hosting website. When I heard about this, I realized that this history might not be available to reference if I waited too long to start the research.
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5) Spent a bit less than 2hrs doing Apo SW with 2 friends (130) and Apo SW alone (119), both on BLU. Ended up with a bit more than 3k Apollyon Units. Given that for each single piece you need 10/30k and the KI you get from completing all Apo zones, this feels like maybe a bit too much of a grind for solo? But maybe rates will be fine in a proper party I guess. The fact the upgrades are in general so small, doesn't do miracles for one's motivation though...
Can't be worse than Sortie...
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Hi folx. '-')/
Hope people are doing alright.
Was told this existed. Looks neat. Will read in a bit.
Maybe can give some feedback. :)
So, I'll start out by saying I welcome another guide writer for the job. From reading through the thread, I understand it's technically "not finished," though really, no job guide technically ever is. So, I'll do my best to remain objective.
- The Enmity Reduction information was a good thought. One, admittedly, I wish I had thought of.
- Perhaps give more consideration to wording on gear swapping section. A Vanilla player can achieve the same effect of balanced HP with minor macro tweaks as a Gearswap or Ashita player.
- Certain sets appear to be high jumps in progression, or pushed to the logical extreme--such as the Cure Self set sitting at 4000+ HP, or the "Mid Tier" set being Odyssey gear.
Thank you for the thoughtful and constructive feedback — I really appreciate this kind of engagement.
• Enmity Reduction – You’re absolutely right, and I’m glad someone appreciated that section. These days, holding hate against overbuffed, overgeared DDs spamming 100k WS every 3–5 seconds is honestly more stressful than tanking a swarm of 100 mobs or an enraged boss. At this point, optimizing enmity feels like tanking your party more than the enemy! ?
• Gearswap vs Vanilla – Good point here too. I personally play exclusively with Gearswap, so rewriting my logic in pure macro sets takes a completely different mindset — not impossible, just time-consuming. Still, I agree it’s important for “vanilla” players, and I’ll be thinking about how to incorporate more accessible examples without automation in future updates.
• Progression Curve & Extreme Sets – Totally fair. The goal of this guide is to support everyone, from fresh PLDs to hardcore endgame tanks. Some sets, like the 4k HP self-cure build, are clearly “pushed to the extreme” on purpose — but I do plan to add more practical alternatives for intermediate players. As for Odyssey sets, I’d argue that even at Rank 0, gear like Sakpata or Nyame offers better value than some Ambuscade pieces, which take longer to farm with less payoff. So while the gear might look “endgame,” unlocking it is often easier than it seems.
Thanks again for taking the time to share your thoughts — I’m keeping all of it in mind as I continue refining the guide!
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Also I think you can only do full clear 5 times? not sure when that resets. It might just be 5 total key items / Max point increases possible from full clear. The unlock for upgrading, and the vorseal/atma like buff KIs. But there were only 3 of those "grace" KIs in the patch notes, so not sure.
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Also I think you can only do full clear 5 times? not sure when that resets.
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Bahamut.Starscreamx said: »Theory based on my group that solves the 3k and 5k difference. 2 of us who beat old school limbus got 5k. We also got a normal message when clicking orb to set monster level. 4 who did not beat old school got a red message when initially talking to the orb. We wondered what that was about and my guess was it had something to do with the 3k and 5k points. As expected at the end exactly that happened. The red message is related to the titles obtained from beating old Limbus. They just give them to us, since Old Limbus is now dead and inaccessible.
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