Level 40 Guildhest

Ward Up and Solemn Trinity

[Video Enhanced] Guildhest Guide

Guildhests are short duration group content in Final Fantasy XIV: A Realm Reborn.  Every five levels of the game, starting at level 10, two new guildhests become available. Guildhests must be completed in sequential order, so you have to progress through all of the preceding ones to get to these two level 40 guildhests.

The level 40 guildhests are the final ones available at the launch of FFXIV:ARR.  While Hamlet Defense and other endgame guildhest should come later, these were (at the time of this writing) the final two.  While these instances are typically 4-person content, Solemn Trinity is an 8-person event.

The level 40 guildhest are all about coordination.  None of the mechanics are particularly nasty, it’s relatively easy to stay alive in these fights.  However, winning the encounter in each case requires completing the event within a set of parameters.

Pulling that off isn’t entirely easy.  For a guild-only group with voice communication these should be quite easy.  For a pickup group (pug) it’s going to be a bit harder.  We completed each of our first attempts, though, using at least one pickup.

Ward Up

In some ways, this guildhest is a bit of a letdown from the exciting Long Live the Queen which precedes it.  However, Ward Up is a very good coordination fight in its own right.  In Ward Up you are faced with five demon type monsters.  They all cleave and produce point blank area of effect (pbaoe) attacks, but these are easily avoided.

The gimmick is their formation.  Periodically in this fight the demons shift between one of three formations.  The initial formation is defensive and it causes one of the creatures to become invulnerable.  That is a real problem given the win parameters (see below).  The second formation is offensive and the damage output increases during this formation.  The final formation summons a large gargoyle which must be managed while fighting the demons.

The win parameter for this event is that all five demons must die within a few seconds of each other.  They do not have to die simultaneously and it appears that you have a good 20-30 seconds between the first death and the required final death.  Failing to kill all of the demons in the kill window results in the remaining demons resurrecting their companions, causing you to effectively have to restart the encounter.

Winning this fight requires some area of effect (AOE) damage, but really relies on target coordination.  Your damage dealers need to shift around their targets, pushing the health lower on each of the demons.  During the defensive phase you can’t harm one of the demons, whichever that one is requires additional focus once the phase ends.

Ward Up

In our case, we had the gargoyle spawn, but left him alive until the end of the event.  It was easier to simply hold enmity on him and continue to whittle down the five demons.  We changed phases through the defensive phase twice, so we had to really pay attention to the health bars of our opponents.  The enmity meter really helps here   No video on this one, I forgot to start the video.  Sorry!

Solemn Trinity [Video Enhanced]

What a great way to end your guildhest adventures (for launch at least).  Solemn Trinity is an 8-person event, requiring 2-tanks, 2-healers and 4-damage dealers.  The event features three different races of giants and a number of different types of combatants (tanks, ranged attackers, casters, etc.).  Most of these creatures have cleaves or area of effect attacks, these are easily avoided, but you aren’t the primary target of this guildhest.

Instead, the win parameters focus on a set of crates in the area.  If the giants succeed in destroying the crates, you lose.  Giants enter the battlefield from three locations, coming in from the left, front, and right of your entrance.

Tactically it makes sense for your two tanks to each focus on a different side (left and right) and to each collapse into the middle when a front wave spawns.  Healers should also stay centered so that they can help either fight as needed.  DPS simply needs to keep their heads on a swivel and jump to wherever the action is.  It’s a bit too fast and frantic for typing, you need either hotkeyed numbers or simply watching and reacting.  Voice communication would undoubtedly make this a lot easier.

We found this event fairly easy, and quite fun, to complete.  Our group consisted of three members of our Free Company (tank, healer and one dps) and primarily pickup group members.  Everyone did their job nicely and we won the fight without losing a single crate.  That netted us one more bonus once we completed.   Enjoy the video!

Level 35 Guildhest

Guildhest Overview

[Video Enhanced Guides]

Guildhest are instanced group encounters.  The game offers two guildhest every five levels and they must be unlocked in sequence.  By the time you reach these two level 35 guildhest, you should be quite familiar with the system in general.

The level 35 guildhest increase the difficulty of the level 30 guildhest.  The theme for the level 35 guildhest is movement.  Both of these events require fairly substantial amounts of movement.  For the magic classes, lacking a lot of insta-cast abilities, this can be a bit of a headache.

Shadow and Claw

During Shadow and Claw you face off against the Shadowclaw.  He features a number of cone and point blank area of effect (pbaoe) attacks which need to be avoided.  Additionally, this fight involves an occasional poison as well as paralyze, each requiring cleanses.

The real craziness of this guildhest involves the various shadow creatures which “join” in during the fight.  These creatures are invulnerable, you can not harm them but they can harm you.  They circle the battle arena and inflict area of effect damage on anyone the come across.  You must stay in movement on this fight.

One set of shadow creatures actually goes invisible most of the fight.  They only pop out visible every few seconds, in a new spot in the battle each time.  They are moving counter clockwise around the fight.  Remembering where they were can help you figure out where they will be.  Avoid their effects at all costs.

This video is of our first attempt at the guildhest.  Additionally, Aela and I were in a pickup group, and thus had no access to mumble to coordinate actions.  The fight is a bit too hectic to talk in /party while it’s progressing and we were figuring out mechanics on the fly.  Our two dps pickup players did a great job all things considered and we won the encounter, with only a bit of ugliness getting to the win.  Enjoy!

Long Live the Queen

This guildhest is absolutely crazy fun!  This is an extreme movement intensive fight.  It features a number of bomb-type creatures each with its own rule-set governing its explosions.  Additionally, the early stages of the event feature marshmallows which sleep their target.  Being mesmerized while bombs are going off can be bad!

Bomb Charr and Bomb Servitor types each start their explosion cycle the moment they come into contact with a player.  Running up to them typically triggers it, so get them to start an explosion and run off.

Bomb Baronets are more disciplined.  They are agro creatures who fight for awhile.  When they receive the detonate message, they explode.  It is best to pickup these creatures and hold them in one place until they are given the explosion instruction.

The Bomb Queen is your target for this fight.  She dishes out moderately high damage, so its important to keep her under enmity control.  Her primary mechanic is the adds already described.

This video is of our first attempt at this guildhest.  Three of the team are from our free company, the fourth DPS is a pickup through Duty Finder.  The pickup DPS already knew the mechanics as he started running and exploding Charr’s from the get-go.  The rest of us figured out the mechanics as we went along.  Enjoy!

Level 30 Guildhest

More Than a Feeler and Annoy the Void

Level 30 Guildhest

Through the early game, guildhest provides a pair of events every five levels.  These starting guildhest focus on training party mechanics and specifically prepare you for aspects of the fights in upcoming dungeons.  Additionally, guildhest pays a significant dividend in xp and coin for your first completion.

The level 30 guildhest continues the escalating difficulty initially observed in level 20 guildhest.  These two guildhest emphasize group responsibility checks, particularly requiring your party damage dealers to quickly change priorities as the events progress.

More Than a Feeler

More Than a Feeler places the party up against Toxic Tamlyn amidst a swamp.  Initially Tamlyn appears on her own and is easily pulled and engaged.  Pay attention to avoidable attacks and the early stage of this fight is quite easy.

Once engaged, the area where you initially pulled Tamlyn will begin popping out bubbles.  There are two types of bubbles, blue ones and purple ones.  The blue bubbles, if left unattended, eventually spawn Rotten Jam adds.  The purple bubbles are poisonous and should be avoided.

Tamlynn’s spawn point produces quite a few bubbles at a time.  Additionally, you can get quite a mix of blue and purple bubbles.  It is imperative that your party damage dealers immediately react to and destroy blue bubbles.  Waiting more than a few moments leads to additional adds for the tank to pickup.  On top of this, the tank is ill pressed to switch to the bubbles since he or she will be focused on avoiding Tamlynn’s higher damage attacks.

This is a fight where good use of your limit break can come in handy.  Either of the two damage dealing limit breaks can be useful.  In our run through this, we drifted backwards as the fight progressed.  While this provided more room for the dps to avoid purple bubbles and kill blue bubbles, it also tended to leave the bubbles more spread out.  Be careful not to move behind trees and break line of sight from your healers.

For reference, take a look at the above screenshot.  You will notice we have at least six blue bubbles, a purple bubble and two Rotten Jams (from blue bubbles that weren’t killed).  We made  a decision at the end to focus on Tamlynn (hence the two Jam’s), but the number of bubbles on screen is what to expect in this fight.  DPS really needs to focus on these targets and get as many down as possible.  It’s a pretty intense, but fun fight!

Annoy the Void

Where More Than a Feeling was busy, Annoy the Void gets crazy.  In this guildhest, your party is facing off against the demon Buso.  In addition to Buso, you also face a set of  void hounds and interactive blue flames.  Each of these entities have an interactive relationship with each other.  The party must react quickly to kill hounds and counter flames all while dealing with Buso’s rather intense damage output.

Buso is rendered near invulnerable when blue flames are up.  Blue flames can be extinguished by interacting with the objects.  It takes a few seconds to put out a blue flame.  Buso also calls void hound minions throughout the fight.  When killed, they leave a blue flame.  Remember, blue flames make Buso invincible.

The actual fight mechanics are reasonably simple.  Kill hounds, put out fires, return to Buso, avoid his large damage attack.  In practice, though, this fight is pretty intense.  Buso doesn’t spawn a hound or two, he spawns many in different places on the map.  These hounds converge on the healer, keeping the tank occupied picking them up.  DPS need to dispatch hounds and immediately dispell the resulting fire.

Ultimately, it’s an endurance match.  The healer is advised to play mana conservative early in the fight as the intensity rampup can leave you scrambling for heals as the fight progress.  Stick to your guns long enough and, mana points willing, you will have Buso downed.  Beware, Buso and the Hounds each do different high damage attacks, you want to keep hounds faced away from your healers and damage dealers.

It’s a chaotic fight and coordinating certainly helps.  It’s a good idea here for your dps to work together, picking a target and burning it down.  Otherwise you run the risk of having several half dead Hounds which can overwhelm your  healers mana pool.

Level 25 Guildhest

Level 25 Guildhest

All’s Well that Ends Well and Flicking Sticks and Taking Names

Guildhest offers a pair of 4-player party adventures every 5 levels.  These instanced adventures are gated by the prior tier of guildhest.  Thus, to enter All’s Well That Ends Well, you must complete the level 10, level 15 and level 20 guildhests.

The level 25 Guildhest pairs really kick it up a notch compared to the earlier adventures.  While previous guildhest have all involved multi-target fights, the level 25 guildhest emphasize the importance of crowd control.  It is a good idea to make use of sleep or bind abilities during these guildhests.

All’s Well That Ends Well

The first of the level 25 guildhests takes place in the Black Shroud.  You are tasked with defeating Briaxio of the Well, a sylvan of some power.  Upon entering this guildhest, you are advised that splitting forces and countering enfeebling magic may be advised.  Take this advice to heart!

Initially, you encounter three sets of spawns along a path towards Briaxio.  Each spawn is a different mix of monsters with slightly different mechanics.  While they are not challenging, you should pay attention to the effects and begin countering them using CNJ abilities.  In particular, the drake monsters have a mez effect that incapacitates the tank if he doesn’t move out of the breath.  In a pack fight, its easy to miss this happening, so frozen tanks should be expected.

Pay attention to which effects your party feels a need to avoid or counter, you will run into them again with Briaxio!

After completing the three packs, you encounter Briaxio.  Your Duty Log advises you that you will face five packs of opponents while fighting Briaxio.  These adds will enter the battlefield from both the left and right of where he is standing in the above picture.  Adds entering take a bit of time to arrive at the battle center.  This gives your party plenty of time to counter them with Sleep and Bind abilities.

In our experience, the first pair of packs arrived at the same time.  This may be tied to damage output or by design.  In either case, be ready to get more than one pack from more than one direction.  Quickly picking which creatures need Sleep and which need priority DPS is a must.  Additionally, your party will experience a number of enfeebling attacks during this fight, be ready to purify these effects and remove them as needed.

A group of drakes appear again in the final moments of the encounter.  Remember, these guys can freeze the tank.  I spent several tense moments frozen (bad tank, avoid breath attacks), but we were able to dispatch Briaxio all the same.

This guildhest reminds me of fights from back in Everquest, and I mean that in a good way.  There are a lot of things to react to as the fight progresses.  You are best served if more than just your tank marks targets.  While the tank might continue marking the priority kill order, the THM/CNJ should use mark macros to mark Sleep targets.  Players need to pay attention to how the fight evolves to play well.  If this is what level 25 looks like, I’m really looking forwards to 50.

Flicking Sticks and Taking Names

Fresh off your victory over the Sylvan, your next level 25 guildhest returns to the Black Shroud, this time facing off against a horde of Goblins.  Players of FFXI and FFXIV certainly remember that where you find Goblins you find bombs, lots and lots of bombs.  Goblins in Final Fantasy XIV: A Realm Reborn certainly continue the tradition, be ready to dodge!

As you begin your approach you encounter a couple of pairs of Goblin Outlaws.  Pay attention to your target linking indicators so that you don’t inadvertently pull four Goblins at a time.  These outlaws toss bombs periodically during the fight.  Because of this, it can be useful to Sleep one Outlaw and finish the other.  Doing so helps you avoid dealing with multiple bombs dropping at once.  However, since these outlaws like to drop bombs on the tank, you can cluster them up and engage them both at once.

After defeating the outlaw patrols, you come up to a stairwell.  This stairwell is covered in goblins and the goblins have erected barricades.  You need to break down barricades to gain access to the pack of goblins.  The entire time you are breaking the barricade, the goblins will be lobbing bombs at you.  Ranged attacks are useful here.

Once you destroy the barricade you get some good news and bad news.  The bad news is the goblin pack swarms your party.  The good news is that these goblins stop throwing their bombs when they swarm you (at least in our experience).  They also seem to be a bit weaker than the patrolling outlaws you fought earlier.

After clearing these goblins, continue to work your way up the stairs and tree.  As you reach the next set of stairs you will, once again, encounter goblins and barricades.  This time there are multiple barricades obstructing your access to the goblins.  Repeat your technique from earlier and you will soon have these goblins subdued.

This brings you into combat with Stikflix Grumblytoss, the leader of the Goblin Outlaws and your target for this Guildhest.  Stikflix apparently went the wholesale club route on bombs, he has lots and lots of them.  Further, he can throw multiple bombs at a time.  Early in the fight you will regularly see three or four bomb circles to avoid.  But this progresses, boy does it progress!

In the latter half of the fight, Stikflix tosses a ridiculous number of bombs.  In the image above, I count fourteen and there could have been some outside of the screenshot itself.  During this stage you not only need to move away from bombs, but you also need to move in such a way to leave yourself room to move again.

As an example, if a player were to run over to the tree just above where I have Stikflix engaged, they would easily avoid all the bombs on the ground.  But, since they would have placed themselves up against the battlefield boundary (the orange dotted line), they could easily be hemmed in on the next set of bombs.  Move out of the bombs, but never move into a wall or obstacle during this stage.  At the very end of the fight, Stikflix throws single, but very large, radius bombs.  These are easily avoided and once you see them you are very close to finishing this guildhest.

Level 20 Guildhest

Level 20 Guildhest

Pulling Poison Posies and Stinging Back

The guildhest system continues offering a pair of guildhest every five levels, beginning with level 10.  These events are sequentially locked, so accessing the first level 20 guildhest requires completion of both level 10 and both level 15 guildhest.

The level 20 guildhest are designed for light parties of four players (one tank, one healer, two damage dealers).  These events are entered through Duty Finder.  In a four-person party, the tank queues up the guildhest.  In a partial party, or solo, the Duty Finder will attempt to fill out your team by looking for players across all servers.

The level 20 guildhest are more complex than the early four guildhest.  Each encounter requires dealing with a mechanic fairly common to dungeons in MMO’s.  While more experienced MMO players will quickly recognize and counter these mechanics, new MMO players may struggle.

Pulling Poison Posies

For experienced MMO raiders, “get out of the goo” is a fairly common trope.  “Goo” in this case refers to an environment effect typically placed by the monster the team is fighting.  Generally, staying in the “goo” is bad with effects including damage, debuffs, and even death.

Pulling Poison Posies, the first of the level 20 guildhest is a goo fight.  You have to kill a single target, a Toxic Battrap.  Along the way you will face a number of adds.  Complicating matters, the Battrap itself tosses purple poison clouds on the party every few seconds.  This fight can be very taxing on a healer, particularly if party DPS don’t counter adds or if they stay in the goo.

Entering the guildhest, the party is given instructions that should address the goo mechanic.  Additionally, three NPC targets will be ahead standing in a purple cloud.  The purple cloud is the goo.  Pull these targets and kill them to get the Battrap to spawn.

Once the Battrap is engaged, the fight gets fairly intense, fairly fast.  The Battrap tosses a purple poison puddle every few seconds.  This effect is centered on the target of the party’s enmity (the tank typically), meaning the entire party has to move to avoid the poison.  It is best if the party agrees before hands on a direction for movement, I typically rotate the fight clockwise around the outside of the battle arena.

As you rotate around, adds will spawn and engage the team.  DPS need to quickly dispatch these adds, while staying out of the goo, and then return to the Battrap.  The tank needs to continuously reposition the Battrap to a non-goo area once the flower drops a goo puddle.  Remember on repositions that it is important for some DPS (lancers in particular) to have room for back attacks.

Stinging Back

In the second level 20 guildhest, players travel to an instance in the South Shroud.  Here they take on the Redbelly Wasp bandit clan.  This instance emphasizes target prioritization.  This is also the first instance where having a party plan becomes fairly important.  You will have to counter multiple healing NPC’s and will have to adjust your tactics to your party composition.

Immediately upon entering this guildhest, the party encounters a mix of static and patrolling bandits.  This placement is designed to teach both target prioritization and pulling techniques.  Experienced players will quickly identify and counter this, but inexperienced players are likely to wind up fighting multiple groups at a time.  In general, wait for the patrol to pass by and then pull the static group using a ranged attack.  Bring the static group a bit back, away from the patrol, and dispatch them.  Then move forwards and counter the patrol.

Shortly thereafter, you find a pair of Chanters.  Chanter NPC’s are conjurer class and are capable of healing each other.  There are several approaches that can be used to counter chanters, depending on your group composition one of these will be ideal:

  1. Have a Thaumaturge sleep one of the Chanters and focus on the other

  2. Separate the chanters using Archer Roots or an off-tank Pugilist

  3. Burst down one chanter with high DPS (good for lancer/pugilist DPS pairs)

It is worthwhile to figure out  your healer counter early on as the boss fight features many adds, including multiple chanters.  When you first see the boss, the Redbelly Swarmpoint, he is surrounded by three Chanters.  You need to dispatch these three quickly before fighting the Swarmpoint.

Once the Chanters are dispatched and the Swarmpoint is engaged, he begins to summon adds.  Add groups come in from three directions, one typically enters from the doorway near where the Swarmpoint was initially positioned.  Another entrance occurs from the path the party came in on.  The third entrance is from the hills to the left of our facing in the above image.

Add groups include Conjurer and Archer class NPC’s.  If these are quickly picked up and dispatched you should never have a double chanter fight (they come in lagged from each other).  But if your group is slow to react, you can very easily find yourself facing pairs of Conjurers who heal each other and the Swarmpoint.  In the latter rounds, archers also join the fight.  While these do not heal, they tend to stay far out of the combat and attack the healer.

Once again, target selection and prioritization is key.  If the Swarmpoint is nearly dead, have the tank pickup archer aggro and let the DPS finish off the Swarmpoint.  If the boss has a bit of health left, though, dispatch the archers and return to the boss.

Level 15 Guildhest

Guildhest Overview

Level 15 Guildhest

Guildhest refers to a game system designed for quick group experiences.  There are a pair of guildhest available every five levels, starting at level 10.  They must be unlocked sequentially, so you have to complete the two level 10 before unlocking the first level 15 guildhest.  At level 15, guildhest are intended for a light party of four players (tank, healer, and two damage players)

You enter guildhest through the Duty Finder system.  If you are in a party, the party leader sets up the Duty Find and the remaining group members simply confirm the entrance.  If you are in less than a light party, or even solo, Duty Finder looks for players across all servers and completes your group formation for you.

The level 15 Guildhests continue teaching basic party mechanics.  This set focuses on a pair of mechanics you will find as you progress through the introductory three dungeons.  For new MMO players, it is highly recommended you work on these guildhests to hone your party play skills.  While experienced MMO players will find these instances quite easy, they are still worth doing once for the bonus payout and to unlock future guildhest.

Basic Training: Enemy Strongholds

The first of the level 15 guildhest is the Enemy Stronghold event.  In this event, the party moves through a cave.  As they progress through, they are tasked with defeating several packs of monsters.

These early encounters are designed to help work on enmity, target prioritization, and damage avoidance mechanics.  Several of these monsters, for example the Puk’s pictured above, have attacks that can damage multiple foes.  Turning Puk away from the rest of the party helps avoid the fire attacks.

At least one of the gates features a late “add” walking in from the back of the party.  This requires either a sleep spell, or a tank moving to intercept the incoming monster.  The hoglet monsters also feature a ground pbaoe damage attack for players to avoid.  While none of these are deadly, it is best for players to begin practicing avoiding these mechanics, you will see these mechanics in more deadly forms in the later dungeons.

After completing each set of encounters, you are able to open a gate and progress.  While the initial gate is opened for you, other gates have levers you need to interact with to open.  After progressing through a few of these gates, you come to the Ledgeleaper, the poison toad boss of this guildhest.

Ledgeleaper features two mechanics.  First, he periodically jumps causing a fair amount of PBAOE damage to all remaining in his proximity.  A large red circle covers the ground when he begins this leap, players should move outside the circle to avoid the damge.

The second mechanic involves an environmental object.  When you first fight Ledgeleaper, you will notice a pair of Level 15 Boulders, one on each side of his battle arena.  Early in the fight, Ledgeleaper will destroy the Boulder to the right of the entrance (the left of the direction Ledgeleaper faces as you enter).

Once destroyed, a group of Yarzon Lurkers enter.  Have your party dps switch over to the lurkers, destroy them, and then return to fighting Ledgeleaper.  Ledgeleaper will attempt this mechanic a second time later in the fight, focusing on the remaining boulder.

Depending on the damage output of your party, you may defeat Leadeleaper prior to the Yarzon escaping.  If not, simply have the tank pickup aggro on the Yarzon.  If Ledgeleaper is nearly dead, focus him down, if not deal with the Yarzon.

Hero on the Halfshell

Hero on the Halfshell is the second level 15 guildhest.  This fight features a boss with an environment mechanic, you need to interact with a herb patch object to finish the event.  Further, the fight requires positioning and a bit of add management.

While this is a fairly simple guildhest, designed to teach a mechanic from one of the level 15-19 dungeons, it is a fight that can defeat an undisciplined group.  We found this to be a fun guildhest and saw it as a good harbinger of things to come, but I have heard of other groups failing this event repeatedly due to not following instructions.

When you first enter the battle arena you see your target, a “Gil Turtle” surrounded by a group of amateur raiders.  Pay close attention to the location of a “Herb Patch” located on the ground near where you enter.  This pouch is quite important to the successful completion of the event.

While the Turtle is your objective, you should take out the raiders.  During this engagement, a pair of Eft will come up from the nearby river, finish them off as well.  Once this is accomplished, begin working down the Gil Turtle.  Don’t kill him, though, you are here to capture him.

Once you have successfully done some damage to the Turtle, a Fire Sprite spawns.  This is where less coordinated teams may get into trouble.  It is imperative that the Sprite be killed, not the turtle.  Your DPS should switch to the sprite, letting the tank handle the Turtle.  Killing the sprite gives your party an item that allows interaction with the herb patch.

Use the sprite’s item to ignite the herb patch.  This fills the area with fragrant smoke.  The smoke is harmless to the party, but it quickly puts the turtle to sleep.  Make sure to bring the turtle close to the herb patch, once the smoke rises he will doze off, completing the guildhest.

 

Level 10 Guildhest

Guildhest Overview

Level 10 Guildhests

Guildhest refers to a game system designed for quick group experiences.  A pair of guildhest are available every five levels, beginning with level 10 guildhest.  Unlocking guildhest requires completing level 10 and finishing a leve quest (not guildhest) at the level 10 camp in your starting city.  It is unclear if this is the levequest is still a requirement with Duty Finder added in Beta-3.  However, in Beta-3, prior to Duty Finder, you needed to complete a level 10 leve introductory quest before Guildhest unlocked.

Your level 10 guildhest are designed to teach basic grouping mechanics.  For experienced MMO players, these are quite easy and may leave you a bit jaded about guildhest.  Even so, for new players these are worthwhile skills and the guildhest progression does a nice job of introducing major mechanics for bosses in upcoming dungeons.

Players of all skill levels are encouraged to play through Guildhest.  You need to complete early guildhest to unlock later ones.  Also, your first completion of a guildhest awards a rather significant bonus XP, making it very easy to progress through levels.  Additionally, later guildhest start to provide challenging encounters for even experienced MMO players.  Further, it stands to reason that systems like Hamlet will be rolled into Guildhest, meaning Guildhest will have a role in end-game play.

The level 10 guildhest require a four-person light party.  They are entered through your Duty Finder, accessed through the button on your mini-menu.  If you are alone, the Duty Finder will find you a suitable group with one tank (Marauder or Gladiator), one healer (Conjurer for now), and two DPS (all other classes).

If you have a four person group, your party leader can initiate guildhest using the Duty Finder.  In this case, a balanced light party is not required.  If you bring your own four players, you can have whatever combination of roles you like present.  Note, this is only true with four players, a three person group has to still pull a random person from Duty Finder, so role balance is enforced.

Guildhest are timed events, with the early ones requiring a 30-minute completion.  In no way is this needed for level 10 guildhest, you will easily complete the challenges in a few minutes.

Basic Training: Enemy Parties

The first guildhest is the Basic Training guildhest.  This event involves five groups of monsters, the first four groups are trio packs.  The last monster is a large Goobbue.  The group techniques being taught in this encounter are pulling (understanding linking), enmity management, and fight positioning.

GH Training 1

 

The battle arena for Basic Training is a large rectangular arena with a rock outcropping on your left side.  Upon entry players see two packs of three mobs ahead, one to the left and one to the right.  New tanks should note that targeting any mob in a pack causes a set of linking lines to travel to the other mobs in the pack.  This is the FFXIV:ARR technique illustrating “linked” encounters, these creatures will all engage when pulled.  Choose your target order, pull the creatures in to the party and enjoy these two easy victories.

GH Training 2

Once both packs are defeated, your real opponents spawn.  This is a set of six small monsters stacked up around a large Goobbue.  Remember what you learned about linking in the early fights, you should now notice that there are really two packs of three monsters and a single Goobbue.  As long as you fight them a good ways away, you should never have to fight more than three targets at once.

GH Training 3

 

This time, though, you can’t just run in and attack the creatures without risking fighting all seven monsters.  Further, at level 10 your tank lacks a ranged attack to “pull” the monsters to you.  You should let a ranged attacker bring the targets in. The only issue now is making sure your tank acquires agro on all three targets before they eat the squishier ranged party members.  The rock on your left is helpful for this.  If the range attacker “pulls” and then hides behind the rock, the monsters will path right over the tank.  One well timed flash will pickup all three targets.

After beating both packs you are left with the Goobbue.  For this fight, it is a good idea for the tank to begin working on positioning.  Run up to the big guy and turn him around so that your back is against the wall.  Assuming you are a novice tank, welcome to the wonderful world of “monster crotch.”  If you go on to playing an end-game tank, you will find yourself spending lots of time like this: wedged into a corner, staring at an oversized opponents knee or nether regions.  What can I say, it’s a calling.

GH Training 4
The Goobbue doesn’t do anything overly special.  Simply burn him down, finish the guildhest and thank your party mates for the group.

Under the Armor

GH Armor 1

The second level 10 Guildhest takes the party to the Tam Tara Deepcroft, which is also the home to the second dungeon in the game.  In Under the Armor, the party encounters Bockman, a boss who doesn’t quite match up with the denizens of the level 15 Tam Tara Deepcroft dungeon.

GH Armor 2

The primary mechanic for Under the Armor is managing adds.  Throughout the fight with Bockman, new opponents will spawn and rush in to join the fight.  The first pair are melee opponents, but the second pair includes one ranged attacker.  The party DPS must quickly dispatch these adds when they spawn and the tank should acquire aggro if possible.

GH Armor 3

 

Complicating matters, Bockman has a cleave attack.  This is a high damage attack that hits everything in a front arc. While this isn’t a bad thing for the tank, it can be painful for other party members.  Because of this, the tank should keep Bockman positioned away from the party.  This facing issue and the limited toolkit of a level 10 tank means that he or she will have a difficult time helping with the adds.  It is up to the rest of the party to help out here.

GH Armor 4

You may elect to kill the adds, but you only really need to contain them.  Killing Bockman ends the fight.  If your tank can handle the enmity and your healer can keep the tank standing, you may elect to simply fight through on Bockman.  If this is a concern, though, have the DPS dispatch the adds and then return to fighting Bockman.

Guildhest

Guildhest Overview

Guildhest refers to a game system designed for quick group experiences.  A pair of guildhest are available every five levels, beginning with level 10.  Unlocking them requires completing level 10 and finishing a leve quest (not guildhest) at the level 10 camp in your starting city.  It is unclear if this is the levequest is still a requirement with Duty Finder added in Beta-3.  However, in Beta-3, prior to Duty Finder, you needed to complete a level 10 leve introductory quest before Guildhest unlocked.

Guildhest in the Duty Finder

Your level 10 guildhest are designed to teach basic grouping mechanics.  For experienced MMO players, these are quite easy and may leave you a bit jaded about them.  Even so, for new players these are worthwhile skills and the guildhest progression does a nice job of introducing major mechanics for bosses in upcoming dungeons.

Players of all skill levels are encouraged to play through Guildhest.  You need to complete early ones to unlock later ones.  Also, your first completion of a Guildhest awards a rather significant bonus XP, making it very easy to progress through levels.  Additionally, later ones start to provide challenging encounters for even experienced MMO players.  Further, it stands to reason that systems like Hamlet will be rolled into Guildhest, meaning they will have a role in end-game play.

The level 10 guildhest require a four-person light party.  They are entered through your Duty Finder, accessed through the button on your mini-menu.  If you are alone, the Duty Finder will find you a suitable group with one tank (Marauder or Gladiator), one healer (Conjurer for now), and two DPS (all other classes).

If you have a four person group, your party leader can initiate guildhest using the Duty Finder.  In this case, a balanced light party is not required.  If you bring your own four players, you can have whatever combination of roles you like present.  Note, this is only true with four players, a three person group has to still pull a random person from Duty Finder, so role balance is enforced.

Guildhest are timed events, with the early ones requiring a 30-minute completion.  In no way is this needed for all levels, you will easily complete early challenges in a few minutes.

Guides to Guildhest