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If you're not overleveled like we are, then around level 15 you'll be ready to leave the starting city and head out into the world. And shortly following that will be the first dungeons in the game.



Square didn't have this in the game at launch, but when I returned late in Heavensward (after 3.4 but before 3.5) they were in. It's a series of training challenges designed to teach you how to play in a group! While normally I wouldn't bother, there's some really powerful rewards for doing so... some gear that offers new players a pretty big leg up!



I'm not gonna bother typing or even abridging the dialogue here. I can explain it much faster with just a handful of screenshots.



This first lesson is "don't stand in the obviously marked AOE circles."





Like so. Just step to the side. This is the most basic skill required to do dungeons or any other sort of group content in this game. If you learn nothing else, then you need to learn this.



The axe-wielding training partner does a few different style of AOEs to give you experience with dodging them.



His staff-waving friend also will join in by casting a spell at the floor. It's always as simple as stepping out. The final challenge is the "hardest" in that...





The marauder will use Holmgang on you and chain you in place while the thaumaturge in the back charges up another AOE circle. You just have to wait out the root and you have plenty of time to escape after.





Like I said, this is the most basic lesson in the game and 99% of the rest its mechanics are derived from this very thing. At the end of the day, if you know how to spot AOE tells and can effectively dodge them, then you can do pretty much any content that you're asked to!





The gloves we get here are as powerful as drops from the first three dungeons. They're good enough that you will often see players wearing them until they hit level 30, at which point the stuff you get from the MSQ starts catching up. For doing these group content tutorials, we get damn near a full set of this Brand New Gear.

As a comparison, the gloves they're replacing have like 1 point of strength and 1 vitality attached to them. So you can see how they have a lot of all these nice numbers. What do the numbers do? I could explain, but that's a little beyond the scope of this LP. It's a bunch of primary and secondary stats, and they're bigger numbers than what we previously had, that's all that really matters until we hit level cap.





This second lesson is literally "hit whatever the tank is focused on." It's not exactly rocket surgery.



This lesson also mentions that DPS should stand behind or to the side of the target. This is really good advice as well! It's something I haven't yet pointed out, but some of Ginger's skills hit harder from certain positions around the target.



Bootshine here is our basic combo starter. If we look at the tooltip, we can see that if we've completed at least one combo and are back in Opo-Opo form (as opposed to not IN a form) then Bootshine will deal a guaranteed crit if we hit the rear of an enemy. So this means that in a group setting Bootshine should always be used when behind an enemy, like a backstab. Simple enough, right?



True Strike deals 20 additional potency when used while behind an enemy. 220 to 240 doesn't sound like a lot, but that 20 potency adds up once you start stacking on greased lightning and go up in levels. It also means we don't have to move after we use Bootshine!



Snap Punch looks complicated, but the last half of the tooltip just describes Greased Lightning, so we can safely ignore it. But we can see that it deals 230 potency when you hit an enemy's flank. (vs 210 from elsewhere) So this means that a PGL/MNK that's played ideally will always be moving around the enemy. But how do you know where the rear of an enemy ends and the flank begins? That's also pretty easy!



Look at the targeting circle beneath the enemy marauder here. Do you see the empty spot to his rear? The one that takes up approximately 25% of the overall hitbox? That marks the rear of the enemy. So anything in that back quadrant counts as a rear for the sake of weaponskill positionals. From there it's farily easy to tell where the flank starts.

All you have to do is move to either side, where the edges of the hitbox start, and you're hitting his flank. Particularly eagle-eyed viewers may notice that you don't have to keep circling around the enemy and can instead just stand on the boundary of the two. Need to hit the rear? Move an inch to the left. And then go an inch to the right for hitting flanks!

After that lengthy explanation, there's nothing to say about the fight. He just stands stock still facing the tank the entire time and there's absolutely no danger of being hit here. He doesn't even throw out AOEs. There's only one target too, so there's no danger of hitting anyone but the guy you're supposed to hit.







This is the exact same as before, but now there's three targets instead of one. They even tell you to focus on the staff-wielder first because they have less defenses thank the heavily-armored guy. If you attack the wrong guy too many times you fail and have to redo it, but otherwise...



Easy as cake! It's entirely unlike how tanking in this game really works, because any tank that single pulls and focuses on one target at a time is doing it very, very wrong. By the time tanks hit level 15, they all have an AOE skill. Ginger won't get one until she's almost level 30.









Are YOU a bad enough dude to defeat multiple targets while also avoiding AOEs that take 11 years to wind up and resolve?



The Brand New Skirt is a miniskirt that on any female character will panty flash the world if you pull your weapons out.





Once again we're called to beat the shit out of the axe-wielding training partner. But now random enemy mooks will appear on the battlefield for us to take out. This would be a useful lesson had the very first solo duty in the game not already subtly tutorialized the very same concept!



I say!





It's the exact same lesson as the previous one, but now we have to use a lever to shut a gate that the adds are pouring out of. They easily could have combined the previous lesson and this one!



This is the second to last lesson at least! The final one is just bringing everything together.





Step one is defeat a boss while dealing with adds. Yawn.



Step two is just avoiding AOEs while focusing on the tank's target.



And the final step is fighting a boss while dodging HIS AOEs. All very simple stuff!



And what's our reward for putting up with all this hand holding nonsense?



A ring that increases all XP earned by 30% while under level 30! And it has a strong +3 to all primary stats as well, so it's good for literally any combat class!