Is Msq Roulette Worth It
For Final Fantasy XIV Online: A Realm Reborn on the PC, a GameFAQs message board topic titled 'RIP Main Story Roulette.' This feature is not available right now. Please try again later. Is the main scenario roulette worth the experience ffxiv. Reddit.com Isn t Alliance roulette an equal exp bonus to Leveling roulette but without mob exp and over a longer time I usually do it anyway but typically in the order of leveling alliance highest-level leveling dungeon ie not level 50 60 on repeat. I know the Main Scenario Roulette puts you into dungeons with a ton of cut scenes, but the amount of xp you get from it really is bonkers and totally worth it. If leveling is your purpose for doing the roulettes you're doing yourself a disservice by skipping out on the MSQ roulette, though I do honestly understand why people don't do it.
Is Msq Roulette Worth It Game
- There’s two parts to this question: a subjective and objective answer. The subjective portion is a lot easier to answer: It might be fun, but fun is subjective. If you like the idea of collecting spells like Pokemon, having a non-traditional rotation, and having to play with game mechanics that otherwise are ignored (like elemental resistances in Masked Carnival, status resistances/immunities, and modular gameplay), then you’ll probably have fun with BLU! A lot of the “gacha” element of BLU has been eliminated with the 5.15 update: if you have a full party of synched BLU, skill drops are almost (if not entirely) guaranteed.
- Objectively, BLU is a nice utility class. Some examples of its utility include:
- ```-Beast Tribes. Especially for ARR Beast Tribes, you’re required to level synch to complete the required FATEs. So, it doesn’t matter if you have a BiS DPS at level 80; you’ll still have to sync to 50, and BLU have access to their instant kill spells (which work on these FATE bosses!). So, if you haven’t completed old Beast Tribes, BLU lets you run through them *much* faster.
- -Allied Seals. This is the old hunt currency, similar to sacks of nuts dropped from current hunts. Allied Seals can be spent to get old riding maps for ARR zones (which is particularly helpful, since these zones don’t have flying, and DoL return to gather materials from these areas) and Grand Company specific glamours. Upon finishing a portion of the BLU class questline, you have additional options to spend your Allied Seals on. These include an exclusive emote, several orchestrion scrolls, and grade VIII combat materia.
- -Reoccurring Irregular Mog Tomestone Events. This event has occurred twice already, and tends to offer gear as rewards that come from content that’s otherwise rarely done (like Diadem mounts). They also tend to offer hard to acquire orchestrion scrolls/minions/triple triad cards, and have exclusive glamours. These events are best farmed with BLU parties: a party of 4 BLU players can clear Tam-Tara within 3-5 minutes per run, whereas MSQ roulette takes about 30-40 minutes with the unskippable cutscenes. To give a comparison, it takes about 15 hours of MSQ roulette to get 100 irregular tomestones, and it takes about 60-90 minutes to get 100 irregular tomestones with BLU runs.```
- :BLU: Unlocking Spells :BLU:
- To unlock Blue Mage spells, you must first see the monster using that spell or skill in combat, and then defeat the monster. If the monster’s cast is interrupted (by CC or death), it will not count. There are some factors regarding BLU learning (such as the rank of the spell, or party composition), but it currently appears that a synced party of all BLU players will learn spells with 100% accuracy.
- Some spells are specific to dungeons, some spells are specific to primals, whereas other spells are able to be learned from overworld mobs.
- There are a plethora of resources for helping with collecting blue magic spells. We’ve included a few links so that you can choose your favorite.
- https://docs.google.com/spreadsheets/d/1JgFsaYhoKVhpD-CdzOSl7GSwvxntMxX44RNxFID4dA4/htmlview?usp=sharing&sle=true#
- https://docs.google.com/spreadsheets/d/e/2PACX-1vTrkjToh_e_pbxN_1e55gsBISw5qmQK0WQ_kDHZVfRqgDrsCU2LuzssgjhvvcjlXGeKVml86M-6UGwH/pubhtml?gid=0&single=true
- https://docs.google.com/spreadsheets/d/1DlyfFTwxHf9W9DoOue7PaqInvqNP7-ugLBH-e19P9gs/edit#gid=0
- :BLU: Masked Carnivale :BLU:
- The Masked Carnivale is a solo instance in which players engage in predetermined encounters. For an additional challenge, players can attempt to fulfill bonus requirements; examples of these bonuses might be: casting only a single elemental spell, casting one of each elemental, taking no damage, healing no damage, or clearing the stage in a timely fashion. There are currently 30 Masked Carnivale stages (the first 25 are for level 50 BLU, with 5 more added for level 60 BLU). The first-time completion of these stages will reward players with gil, allied seals, and tomestones of poetics. In addition, there are three stages that are selected every week as a weekly goal; these tasks require the player to complete masked carnival stages while fulfilling bonus requirements. Successful completion of weekly goals, with their prescribed bonus requirements, will provide players with an additional bonus of gil, allied steals, and tomestones of poetics.
- There’s a lot of guides for Masked Carnivale. Here are some that have been useful for our community.
- Stages 1-30: https://docs.google.com/document/d/1qrAD12eLMx_oJQg0-M64lS1QJ8lMGoXy9jZzLkN5uhw/preview
- Stages 1-25: https://docs.google.com/document/d/1kSSa-ddcEZ1UEJIs8oIYq6FlFeqOjmo5rLNdTSADcMo/preview
- Stages 26-30: https://docs.google.com/document/d/11XqUoC6sm8kfJD6T87frI-SfhfxpwiBM-8YDtOZ688c/preview
- A common question is how you get the achievements for the Masked Carnivale, specifically Stage 25 and Stage 30.
- For Stage 25: Deal damage with each element (earth, wind, fire, water, ice, lightning) and each physical type (piercing, blunt, and slashing). Take zero damage. Complete the Stage quick enough to earn Too Fast, Too Furious.
- For Stage 30: Deal damage with each element (earth, wind, fire, water, ice, lightning) and each physical type (piercing, blunt, and slashing). Take zero damage. Complete the Stage quick enough to earn Too Fast, Too Furious. Destroy all 3 clones during Part 3.
- :BLU: What Do I Meld? / What’s BiS? :BLU:
- We do not currently have an optimal BLU set. Expect this to be updated. This might take slightly longer than typical, because we have to determine what loops are considered a gain for DPS, and the SpS that makes these comfortable might vary on your preference and ping. Currently, you can clear all Masked Carnivale content with ilvl255 gear (HQ Bloodhempen armor/HQ Triphane), so don’t let that keep you from trying this content out!
- There is currently a lot of questioning about Aetheryte Earring. The earring does not have the display 97 INT on it; that value is for a Level 80 character. Instead it offers less INT than an ilvl270 piece.
- Currently, a decent option would be: Max ilvl>Melding SpS to your comfort level>Crit>DH>Det>SpS. Max ilvl lets you have the highest INT. BLU’s damage formulas do not use weapon damage, so maximizing INT is a priority. Healers might focus Det>Crit>DH, as Gobskin cannot crit. Tenacity does not work for BLU, so even Tank BLU mains will not meld Tenacity.
- :BLU: What Are My Key Skills? :BLU:
- **Regardless of role, these skills are useful: **
- 220 Potency Skill and Song of Torment: Song of Torment is a 550 potency DoT, and one of our strongest GCDs. There’s a variety of 220 potency skills that you can use to serve as “filler” in your rotation. Examples include Glower, Flamethrower, Plainscracker, Protean Wave, And Northernlies. The difference between these is largely the range and cast shape (line, cone, targeted aoe, self-targeted aoe, etc). Glower and Reflux are suggested for ease of use. Be considerate with the properties of your filler spell, as some might be detrimental (e.g., Protean Wave’s knockback during AoE).
- Off-Guard and/or Peculiar Light. Before your burst window, you often will use one of these skills. If you have two BLUs in your party, one can apply Off-Guard, and the other can apply Peculiar Light. Peculiar Light only affects magic damage, which does make use opt for certain spells over others.
- Sharpened Knife, Mind Blast, and/or Sonic Blast: These skills are all weavings tools, having a base cast time of 1s and base recast time of 2.5s. We will use these to weave our OGCDs. Sharpened knife is the strongest ST, but requires melee range. Sonic blast is ST, ranged, sacrifices 10 potency, but is also magic/wind (relevant for libra/peculiar light). Mind Blast is melee ranged, but a DPS gain over Knife/Blast at 3+ targets.
- Devour and/or Magic Hammer: These are both weaving skills like the prior mentioned, but these have 60s CDs, 250 potency, and upsides. Devour gives you a 20% bonus to your Max HP for 15se. Magic Hammer is AoE, provides 10% of your max mana back for all enemies hit, and provides -10% INT/MND on all targets hit. Both of these are the best weaving tools we have, and simply replace one of the prior mentioned skills every 60s. These skills also have some utility for helping the tank (in the form of mitigation).
- Bristle; optional Whistle: Bristle is paired with Song of Torment; you “lose” a GCD to make your next spell (not ability!) deal an additional 50% damage. In the case of our DoT, Bristle is worth 275 potency (more than our filler skills). Whistle is 80% for physical skills, and can be pair with sharpened knife combos on stunnable targets.
- Ifrit, Ramuh, Shiva, Sophia: Ifrit and Garuda have identical potency, but Garuda’s DoT may stop ticking during intermissions. Ramuh and Titan do identical damage, but Ramuh is magic damage (which is relevant for Peculiar Light). Shiva and Levi share a CD; for Levi to outdamage Shiva, you have to be hit 8 times within 30s. Sophia and JKick share a CD; Sophia is magic damage, so we elect to use it.
- Ravana: When you use this skill, you use all 4 stacks together (so think of it as a 120s CD). When you use this skill, you’re basically using it in the sense of: Weaving Spell, Surpa, Surpa, Surpa, Surpa. The first and last supras would be “natural weaves”, whereas the middle two supras replace a GCD. You cannot weave other actions while spamming this skill, not even sprint.
- Moon Flute: Our kit contains a lot of long CD skills: all primal skills (besides ifrit/garuda) are 60s cd or longer, Ravana is 120s, mob immunity (when relevant) is 60s from the last application, devour/magic hammer are every 60, and our dot reapplication is every 30. Because if this, we end up having really strong burst windows for about 15s every minute, with long periods of us just spamming 220 potency skills. Moon Flute currently appears to be a gain every minute. A large portion of BLU’s playstyle will revolve around optimizing this skill. A sample rotation to try is: Bristle, Off-Guard, Moon Flute, Song of Torment, Devour, Ifrit, Magic Hammer, Ramuh, Knife, Sophia, Knife, Shiva, Rav x4. This requires at least 584 SpS (maybe slightly lower); more optimal moon flute rotations are currently being worked on. It is worth noting that Moon Flute is almost always taken on DPS, can often be taken by tanks, but healers will struggle to utilize it appropriately.
- Aetherial Mimicry: This odd skill is basically a stance. In DPS stance, you gain a flat +20% Crit Chance and +20% Direct Hit Chance. These appear to be additive bonuses to your chance to land a Crit/DH, but do not influence the damage of your Crit/DH (similar to DRG’s Battle Litany). For Healers, this augments three healing skills and gives you +20% healing magic potency. For tanks, this augments one tank-related skill while setting your defense and magic defense to be equal to a tank of identical ilvl (which ends up roughly tripling your defense, and doubling your magic defense).
- **Regardless of role, these skills tend to be helpful:**
- Dragon’s Voice and Ram’s Voice: This is a DPS gain over your filler skill. On freezable enemies, a rotation of Ram’s, Bristle, Dragon’s, Ram’s, Bristle, Dragon’s, Ram’s, Dragon’s is a gain over spamming a 220 skill. Note that this rotation will only work for 3 Rams/3 Dragons, as mobs gain status immunity.
- Perpetual Ray: With sufficient SpS, the loop of Perpetual Ray, Sharpened Knife can be done infinitely. This is a gain over 220 spam for targets who are not immune to stun. Whistle can be added before Perpetual Ray, and these three skills can be looped (a gain of 128.75 potency per second, compared to 2 skill loop being 121.8pps). You likely want to make sure you can do this at your SpS; I *personally* found that 583 SpS/0.96s Knife cast at 50ms is consistent, but your results may vary. It’s worth mentioning Faze+Bomb Toss: Whistle, Faze, Knife, Knife, Knife, Whistle, Bomb Toss, Knife allows you to have more weaving opportunities, but is less pps than the Perp Ray loop. This may be useful inside of certain buff windows, though.
- Missile/Doom/Launcher/Tail Screw: These are all “instant-kill”-esque spells. If a mob is vulnerable to one, it’s able to be hit by any of these. Missile has approximately a 2/3rd chance of hitting; Tail Screw has approximately a 1/6th chance of hitting. If you’re trying to do damage to something that’ll die relatively quickly, an early missile is easy damage. If you’re trying to cheese a mechanic by killing a tanky add, Tail Screw is better. Doom and Tail Screw tend to break even. Launcher’s precents have not been tested yet. Level 5 Death is also an AoE option for dungeons, but has a 180s recast time.
- White Wind: This is one of our best utility spells, and often serves as a full heal for ourselves (and heals the other BLUs in our party). Using White Wind to overheal while tanking is often a very useful way to gain aggro.
- Bad Breath: This skill’s 10% damage down is not resisted by any boss, making it a very potent mitigation tool. Occasionally, some of its other affects are resisted by adds.
- Mighty Guard/Diamondback: Mighty Guard is a free toggle during any fight with an intermission. Diamondback can be good for cheesing certain mechanics, assuming the downside of being locked out of all other skills for 10s is not too extreme.
- Whistle+Final Sting or Toad Oil+Self-Destruct: These suicide combos have very high potency, and can be combed with Moon Flute and Off-Guard (for sting) or Peculiar Light (for Self-Destruct/AoE). These can often be used to cheese fights, or simply add a burst of extra potency at the end of a fight. It’s common to use these in Masked Carnivale; Sting combo generally does more damage, but Self-Destruct’s AoE and fire elemental properties can often make it preferable.
- **These Skills Tend to Underperform:**
- 1000 Needles: By level 60, you just outpace the damage provided.
- Condensed Libra: When solo, this skill is strictly a DPS loss. When in a party with multiple other BLUs that are working with you, this skill is a DPS gain when at least 2 other BLUs are working with you. If a tank has to stay in tank stance, can be a DPS gain for him (considering Mighty Guard’s damage penalty).
- White+Black Knight’s Tour: These are two beams that deal 200 potency, then 400 potency for every application after. They consume the debuff that the last one leaves. In general, this would be a great skill. However, Bind is one of the worst debuffs to apply, and Bind is removed when any damage is done to that mob. It is entirely possible to use these successfully in a solo scenario, but they poorly perform in a dungeon (where all you’re guaranteed is a single White Knight, then Black Knight to consume that slow). It is worth noting that even if you do not consume the bind, it is an average potency of 300 per gcd, which is a gain over spamming 220 skills; the concern is often spell slots.
- Northerlies+Aqualung: Aqualung is a 220 potency skill if the entire dot ticks. Northerlies removes the dot, making it a suboptimal combo.
- :BLU: DPS Specific Resources :BLU:
- **Replacements to Filler**
- You can generally think of BLU as a job that has the fundamental rotation of Bristle, Song of Torment, and spam 220 potency until you need to Bristle+Song again. Because of the way that BLU’s skills work, we look at combos that exceed a potency of 73.33 potency per second (pps). If the combo outscales that, it’s worth replacing the 220 spam with.
- -Whistle, Faze, Sharpened Knife, Knife, Knife, Bomb Toss, Knife: 136pps every 70s vs stunnable.
- -Whistle, Perpetual Ray, Sharpened Knife: 128.75pps vs stunnable; infinite loop.
- -Perpetual Ray, Sharpened Knife: 121.8 pps; vs stunnable, infinite loop.
- - Ram’s Voice, Bristle, Dragon’s Voice, Ram’s, Bristle, Dragon’s, Ram’s, Dragon’s: 111pps every 60s vs freezable.
- **Moon Flute Windows**
- - Bristle, Off-Guard, Moon Flute, Song of Torment, Devour, Ifrit, Magic Hammer, Ramuh, Knife, Sophia, Knife, Shiva, Rav x4
- :BLU: Healer Specific Resources :BLU:
- **Aetherial Mimicry**
- When mimicking a healer, you gain +20% healing potency. Skills in this section will apply that +20% potency bonus to skills, so it’ll be slightly different than what you see in your tooltips.
- Pom Cure: Cure potency is increased from 100 to 600.
- Gobskin: Shield potency is increased from 100 to 300. This shield cannot crit.
- Exuviation: Heal potency increased from 50 to 360.
- White Wind: Is not affected by Aetherial Mimicry: Healer; you will only heal your current HP, not current+20%.
- **Healer Playstyle**
- In general, you will be spot curing with Pom Cure, reacting to mechanics preemptively with Gobskin, and using Exuviation/White Wind to heal in AoE situations. Gobskin and White Wind have good range, at 20y and 15y respectively. Exuviation only has a range of 6y, so you’ll often struggle to hit your party with this. You essentially end up playing like a DPS that does not have moon flute. Smart use of Magic Hammer (ideally to help weave) and Bad Breath can ensure you heal less.
- :BLU: Tank Specific Resources :BLU:
- **Aetherial Mimicry**
- Rather than raising your defense by a set amount, Aetherial Mimicry sets your defense and magic defense to be the same levels as a tank appropriate to your ilvl. This typically means your defense is tripled, and your magic defense is doubled. Only one skill is augmented by Tank Mimicry (Cactguard), and it isn’t even usable on yourself.
- **Enmity Generation**
- Mighty Guard provides all of your skills a x11 multiplier to their enmity, but only deals 30% of its damage; if Water Canon would inflict 200 worth of potency, it would deal 200 x 11 x 0.3 potency, or 660 potency, worth of threat.
- The Look has an additional x8 multiplier to its enmity. During Mighty Gard, The Look provides 13552 potency worth of threat.
- White Wind’s threat is a bit difficult to explain. White Wind has a x0.35 penalty to threat, and healing in general has a x0.5 enmity generation. Healing enmity is also split between all nearby targets. To give a reference value, if White Wind is done in a party of 8 players, with it overhealing 20k HP per target, it’ll provide 28000 potency worth of threat. If there were two targets, each target would receive 14000 potency worth of threat. For three targets, 9333 potency.
- In general, White Wind is the best way to grab initial aggro, especially in dungeons. The Look can be used to supplement threat. In lower level dungeons, you can reasonably take off Mighty Guard and AoE as a DPS would. In raids and some dungeons (vault 1st boss comes to mind), this is likely not an option unless you’re willing to plan out diamondback usages.
- **Tank Playstyle**
- After grabbing threat, it’ll become an issue of mitigation. You only have one traditional cooldown: Devour is like Warrior’s Thrill of Battle. Diamondback is a 90% mitigation tool, but you end up losing 10s of uptime every time you use it. Because of this, BLU has to be creative with how it manages mitigation. Bad Breath is a 10% damage down, and can be very potent before tank busters. Addle and Magic Hammer provide a -10% to INT and MND, which is very strong for magic tankbusters. Cactguard can be used by your offtank, but requires an offtank to use it. So in general, you’ll be trying to reduce damage with Bad Breath/Magic Hammer/Addle, and upping your HP with Devour.
- The tank specific skills are fairly lackluster. Cactguard is a defensive GCD that only applies to allies. Avail is like old PLD Cover, which can lead to interesting cheese using Avail+Diamondback. Frog Legs is an AoE Provoke, but the 8y circle design of it makes it difficult to peel off a specific mob.
- If the tank has to stay in Mighty Guard, it is much less of a DPS loss for the tank to be using Condensed Libra and Off-Guard/Peculiar Light for his party. In a party of 8, it’s reasonable for 2 healers, 2 tanks, and 2 DPS to be in charge of using Peculiar Light and Off-Guard (as they have a 15s duration, 60s cd, and the DPS will be using moon flute at least every minute).
- We are currently testing if Magic Hammer and Addle stack. It seems unlikely from initial testing.
- For a general purpose dungeon set, this covers most of your bases. You have your AoE combos (ram’s/dragon & white/black knight tour), a moon flute package, missile for tanky adds/certain bosses, along with your standard spells. Easy replacements here would be removing the Knight combo for Faze/Bomb or other AoE spells (Level 5 Death comes to mind). Replacing Stun for Raise is also a reasonable option.
- We’re sacrificing AoE combos and stun combos, because bosses tend to be immune to freeze and stun. Instead, we’re taking some utility skills: sardine for interrupt, diamondback/mighty guard for downtime, Bad Breath for damage down (especially if you’re the only BLU!). We take some QOL spells, like Sonic Boom for ranged weaving, and Whistle+Final Sting for end of the fight burst. Replacing Sonic Break, Off-Guard or Peculiar Light for another spell is entirely reasonable in a full BLU party; I would suggest taking Northerlies to cover all 3 potential Libras. Replacing one of these skills with Raise is also a solid option.
- Here, we lose a couple of things for our healing package: We no longer are carrying our AoE combo or stun, and we can’t reasonably take Moon Flute. With our remaining slots, we take spells for comfort, like Bad Breath/Sardine to cover other players neglecting their use, and Sonic Boom to have more ranged mobility/weaving opportunities. In an organized group, replacing Sonic Boom or Off-Guard/Peculiar Light (organize this with your co-healer) with Northerlies is a good option to cover all 3 Libra options. Replacing one of the prior two mentioned skills with Raise is also reasonable.
- The only real tank skill we take here is The Look. We also take Libra in the case that we’re stuck in Mighty Guard, as it’s much less of a DPS loss for the tank to apply. Moon Flute is still on this kit, as you can reasonably map your last GCD in Moon Flute to be Diamondback. Bad Breath, Devour, Sardine, Mighty Guard, and Diamondback are our mitigation tools; remember that some bosses (especially casters) are entirely nullified by sardine spam. As always, replacing either Off-Guard or Peculiar Light with Raise is a reasonable option. Tanks could also look into taking only Ram’s Voice in dungeon (to let DPS spam Dragon’s Voice).
FFXIV is filled with so many dungeons, trials, and other duties that there are probably some you’ve forgotten all about. Khloe Aliapoh’s Wondrous Tails give you a reason to mix up your usual routine, or even to revisit some old content. Depending on how well you weave these tales of adventure into your journal, you’ll get to pick from many possible prizes each week.
How It Works
All you need to unlock Wondrous Tails is a level 60 character and access to Idyllshire, which occurs late in the Heavensward MSQ. Then you can pick up the sidequest ‘Keeping Up with the Aliapohs‘. Every week you can go see Khloe in Idyllshire to pick up a Wondrous Tails journal. She’ll ask you to fill out the journal with stories of your adventures and then return it to her. The way this is done is by completing duties from a list of options, semi-randomized each week. There are 16 duties listed on the lefthand side of the book, and you’ll need to complete 9 of them.
For each duty you complete, a seal will be added at random to the grid on the righthand side of the journal. Once 9 seals have been placed, their layout may or may not form a number of full lines on the grid. These are lines of four seals horizontally, vertically, or diagonally. It’s basically a bingo-style game to see how many rewards you win, but you’ll always win something. Turn in your completed journal by the listed deadline and you’ll get to select your prize(s).
Second Chance Points
Below your grid of duties is a Second Chance button, showing your remaining Second Chance Points. These are earned by completing a duty where any party member had a first time bonus. You’re capped at 9 points and you can spend these on Retries or Shuffles.
A Retry (1 point) means you cross off a duty you haven’t yet completed (at random) and reactivate a selected duty you’ve already completed that week. Basically this lets you get multiple seals from the same duty, and can be useful if you only have a few duties on the list you actually want to do. Retries can make your tasks more convenient if you play them right.
A Shuffle (2 points) can be used if you currently have between three and seven seals on the grid. It will rearrange the seals at random, so if your grid looks like you’re unlikely to complete any full lines, using one or more Shuffles can improve your shot at a bigger prize.
Ideally you want your seals to land in such a way that it’s possible to complete three lines. There are 24 possible patterns that result in the biggest prize, so if your seven seals land in a way that accommodates any of them, definitely keep them. In order to get three lines you’ll need one horizontal line, one vertical line, one diagonal line, and three points of intersection. It’s a long shot, but aiming for those combinations will still maximize your potential prizes.
Try not to let your Second Chance Points go to waste. If your seven seals aren’t placed well and you’re sitting on nine points, just Shuffle them. I usually stop if they arrange themselves in a guaranteed single line, or if they conform to one of the 24 three line patterns.
Rewards
Turning your completed (9 seal) journal in to Khloe will reward you with bonuses depending on the layout of your seals. There are four tiers of rewards based on how lucky you get, and you’ll receive one item of your choice from each tier you qualify for. For example, If your seals make two full lines then you’ll get to pick one item each from the ‘9 Seals’, ‘1 Line’, and ‘2 Lines’ lists. As long as you earn 9 seals you’ll win something from the first tier.
Note that you can turn in your completed journal during the following week after you accept it. If you do so, you can then accept the current week’s journal from Khloe immediately. I find this leniency to be really convenient if I get a bit lax about doing enough of my specific duties on a particular week. This allows players to catch up if they fall behind. You can always check the deadline of your journal at the top of your Wondrous Tails window. The deadline is at weekly reset time, which falls on Tuesdays.
There are actually two versions of Khloe’s Wondrous Tails journal. There’s one for players who have reached at least level 80, and one for those who haven’t. This is because reward options get added, which include high level equipment, high level materia, and the two endgame tomestones: Phantasmagoria and Allegory.
Experience
In addition to the other 9 Seals rewards, you’ll always be awarded half of your current level’s worth of experience for the Job you turn the journal in on. This is a significant amount, so I recommend trying not to hand it in while you’re on a level 80 Job. You’ll get more benefit the higher level your Job is though, because half a bar is easy to get at low levels, but not so easy in the 70s.
9 Seals Rewards
500 Tomestones of Poetics – This could save you a decent amount of time running roulettes. Poetics are currently especially valuable because of the Shadowbringers Relic Weapons. 1000 Poetics is enough to get one weapon.
Timeworn Zonureskin Map – These can be sold for varying amounts of gil (often greater than the Allagan piece) or used to participate in Treasure Hunting parties for the chance at more loot.
Allagan Platinum Piece (10,000 gil) – This is a good amount of gil for low effort, and can actually be used to buy some of the other stuff in this category (materia, crafting materials). It’s like getting cash instead of a gift card.
100 Tomestones of Phantasmagoria– It might be worth it if there’s no Allagan piece being offered. You can buy a few endgame crafting materials to sell, or some i460-470 Deepshadow equipment if that glamour catches your eye.
3 Mhachi Demimatter (noncombat materia V)– While this isn’t the worst option, you can also buy materia for gil. It could be worth it depending on your server’s market, and if you’re trying to cheaply overmeld your crafters or gatherers.
6 Mhachi Matter (combat materia V) = Definitely the most useless option. Grade V materia is kind of pointless for overmelding combat gear when the game throws grade VIIs at you.
1 Line Rewards
Dress-up Thancred (minion)
Wind-up Estinien (minion)
Wind-up Khloe (minion)
Khloe’s Bronze Certificate of Commendation – Trade this for a couple of endgame materia tokens to use or sell on the marketboard.
MGP Gold Card (30,000 MGP) – If you’ve got your eye on a mount or outfit from the Gold Saucer, every bit of MGP helps get you there. This is like completing many successful GATEs all at once.
50 Tomestones of Allegory – Not worth it at all. You can easily reach your weekly cap in other ways, so this will probably be worth absolutely nothing.
2 Line Rewards
Wind-up Zhloe (minion)
Stuffed Khloe (tabletop)
500 Tomestones of Phantasmagoria – If you’re interested in playing the marketboard, this pile of tomestones can buy a lot of crafting materials to sell. Personally I would go for the certificate or MGP card below because they’re simpler to deal with.
Khloe’s Silver Certificate of Commendation – This nets you several tokens to exchange for grade VII or VIII materia.
2 MGP Platinum Cards (100,000 MGP total) – This will go a long way towards that item you’ve got your eye on at the Gold Saucer prize counter.
3 Line Rewards
3 Khloe’s Silver Certificates of Commendation – You can exchange these for a mix of noncombat and combat materia, or go all in on whichever one you need a lot of.
Khloe’s Gold Certificate of Commendation – You can grab a bunch of expensive endgame materia with this certificate. Especially valuable are the Stellacrystals and Planicrystals which you’ll trade for noncombat materia.
20 MGP Platinum Cards (1,000,000 MGP total) – Save yourself a LOT of time by picking up this stack of cards. You’ll be well on your way to owning the biggest cosmetic prizes available at the Gold Saucer.
Some weeks you may need to go out of your way to tackle your assigned duties. Is it worth it? Well, that depends on what you could reap as your reward. There are always three options in every tier, so there’s a very high chance you’ll get something of use to you, no matter your goals in the game.
Duty Completion Tips
Try to get as many unique duties finished before using any retries. Retries use up valuable second chance points, which could instead be put towards reshuffles to maximize your chances at higher tier rewards. Considering you only need to complete 9 out of 16 entries, it’s totally possible to finish your journal for the week without retrying any duties.
If you are going to use a retry, you should still try to check off any quick and easy duties first. If your retry crosses something simple off the list before you do it yourself, you’ve basically wasted a retry. If something’s very quick and easy (like a level 50 extreme trial), or you know you’re going to get to it at some point during the week (like a level 80 dungeon), make sure it’s crossed off before retrying another duty.
Dungeons (Levelling) – These top row duties are broken into expansion categories, so 1-49 might be on your list, or 51-59, etc. If you have a Job you’re currently levelling up, you can try to get lucky throughout the week with Levelling Roulettes. Otherwise, to complete this quickly, queue for one or more dungeons in your category’s range directly, and do so on a Tank or Healer during your server’s prime time.
You’re less likely to have a bad group if you cover one of these important roles, and if you pick the lower end of the range (because people are less likely to be undergeared). For example if I’m trying to cross off 61-69 Dungeons, I might switch to my Warrior and queue for the level 61, 63, and 65 dungeons.
You could also queue up for many of these dungeons solo. NPC party members are available by using the Trust system (level 71-79 dungeons) or by leading your Squadron in a Command Mission.
Dungeons (50, 60, 70) – These categories and the levelling categories will make up three of your top row duties every week. The same advice applies as the levelling dungeons above. You could do your Level 50/60/70 Roulette throughout the week and hope you land in the appropriate duties. Or, you might just do a multi-queue as a Tank or Healer for several dungeons that fall in your assigned category.
Dungeons (80) – I believe this is always included in your journal, since I check it off every week (sometimes more than once). This is probably the best duty to use retries on in a pinch, since you know you’re going to complete it if you do the Expert Roulette or the Level 80 Dungeon Roulette. This is super time efficient; it’s basically a free seal since most players do these roulettes anyway. Just try to complete some other easy duties before you spend a retry.
Alliance Raids – These duties can take either a bit of luck or a bit of patience if you’re intent on checking them off in your journal. Choosing a Job at a low enough level can ensure you only qualify for the level 50 Alliance Raids for example, but it doesn’t guarantee you’ll get the one out of three you’re looking for. I usually still try to get this done via roulettes because the bonus experience and tomestones are useful anyway.
If you are going to queue for the Alliance Raid Roulette, it’s possible to manipulate your available raids by lowering your average item level. If you needed to get World of Darkness, you could lower your item level to below 175 so you no longer meet the requirements for the level 60 set of Alliance Raids. The way this is usually done is by unequipping items to lower the average item level, then equipping them again after the duty pops. Remember that this will never guarantee you get the duty you want, it will only skew you down towards the lower level ones.
Your alternative is to queue for the raid directly, which may take some time, especially if it’s a level 70 raid. Try to queue during prime time and pick an in need role, which for Alliance Raids is usually Healer or DPS.
The Binding Coil of Bahamut – There’s always one of these turns in your journal, and to be honest I always skip it. While you can unsync and outlevel the content, some of it is just weird and not straightforward (Turn 3 anyone?) Not all of it can be done solo anyway, and you’d have to find a group in the Party Finder. Not worth the time in my opinion.
Normal Raids – There will be two of these duties each week; one level 60 raid and one level 70. It’s unlikely that you’ll get these specific duties in your Normal Raid Roulette, because the pool is so large. Try switching to a role that’s frequently in need for raids, such as Tank or Healer. Then queue up for both your listed raids at once. Normal raids are already short duties, and this will considerably speed up the longest part – the queue.
Deep Dungeons – This square will be either a Treasure Hunting dungeon (your choice of Aquapolis, Lyhe Ghiah, etc.) or Palace of the Dead / Heaven on High. A run of PotD or HoH is really quick, and can give a DPS Job some experience without waiting in a long queue. Lyhe Ghiah can actually get you a lot of seals in a short time if you join a Treasure Hunting party and use retries. It’s not the best use of second chance points, but it’s an option.
Extreme Trials (Lv. 50) – There will be three of these in your journal every week, and all can be soloed pretty easily if you have a Job at max level.
Extreme Trials (Lv. 60/70) – There will be two of these in your journal every week. They usually require a visit to Party Finder to find other players who are farming mounts, so these are often skipped over.
PvP – Every week you’ll have a PvP seal, and it will be Frontline, Rival Wings, or The Feast. I usually skip it, but if it’s Frontline then I might just queue for the daily bonus at prime time and pick up some Wolf Marks. If PvP is your passion this might be an easy seal for your journal every week.
Summary
The seals I always grab every week (because they’re the most time efficient) are the Level 80 Dungeon, Level 60 and 70 Normal Raids, and all three Level 50 Extreme Trials. This accounts for 6/9 seals, and the other three I get from a combination of dungeons and alliance raids from roulettes, or a Treasure Hunting dungeon if I see a Party Finder listing on the weekend. I rarely need to spend a retry, but if I do it’s on the Level 80 Dungeon.
Is Msq Roulette Worth Items
While I was levelling, I used to think that Wondrous Tails took way too much time. It turns out I just didn’t know how to go about it efficiently, and just how useful some of the rewards could be, even for high level players. I hope you’ve learned a bit more about how to get the most out of these weekly journals. Let me know in the comments, what are your go-to duties to cross off the list?