Sandinmygum the Stupendous wrote:
I see. I kind of remember getting the White Mage AF set.
I think the thing that drove me away (other then it being a different game) was "solo > group > solo > group" to get through the "story". I had a bad bunch of apples to play with lol.
Are the 3 dungeons (of 17) the easier of the lot? Not sure how that makes me feel to know there are 17 dungeons but people only run 3 XD
Story line will still continue to be a lot of solo content with occasional dungeons. At the level you left off, you probably still need to do 1 8-man fight (Cape Westwind) and then 2 fairly story heavy 8-man dungeons.
As for the end game dungeons, they were released over multiple patches, and so the newer dungeons tend to be "tougher" in that the mobs are slightly tougher in an attempt to scale to the higher item level that they were aimed at at the time of their release. Mechanically, the newest of the 3 dungeons may be slightly easier than some of the older dungeons. But if you wind up running one a dungeon with a bunch of players who are overgeared for it, you may wind up clearing it easily in spite of ignoring key mechanics that used to be crucial back when the dungeon was first released.
The older 14 dungeons may not be as popular as the newest 3, but people will still run the older 14 for high level roulette. High level roulette gives people a decent chunk of soldiery tomestones, which people need a lot of these days if they are working on a relic weapon. And if someone in the group is clearing one of those dungeons for the first time, the other players will even get extra bonus soldiery. So your presence may very well be welcomed with exclamations of "wooot bonus soldiery!".
Many of those older 14 dungeons are optional for the most part. Two of the 3 newest dungeons are "Hard Mode" versions of older dungeons, so you'd need to clear a couple older ones for that. That is, access to Amdapor Keep Hard Mode requires clearing Amdapor Keep. Likewise, clearing Wanderer's Palace Hard Mode requires clearing Wanderer's Palace. As an aside, even though you weren't level 50 back when you quit, you may remember end game players talking about those two dungeons. That's what players used to grind for tomestones back when ARR was released. So the game feels like it came back full circle just before the expansion, with players grinding out those two dungeons once again.
Out of the remaining 12 dungeons, only Snowcloak is a part of the main story line. So that's 11 dungeons that are completely optional.
Having said all that, you will still probably wind up needing to use those dungeons as a stepping stone. The newer dungeons have a minimum ilvl (the average item level of your gear) just to enter, and you're not going to meet those requirements the moment you hit level 50 as WHM. The older dungeons drop gear that will work well as intermediate upgrades for you. And even if you don't get drops from them, you can use the tomestones that you obtain just running the dungeons to improve your gear. You'll also eventually need to do those optional dungeons if you ever choose to upgrade a relic weapon.
If queue times in DF is long even for you as a healer because there's lower interest in the few older dungeons that you meet the ilvl requirement for, you can also participate in "Hunts" to get soldiery tomestones (which you can use to get gear upgrades). Hunts are basically XIV's version of NMs. You don't need to meet an ilvl requirement to participate. However, you may need to be in a party to be able to effectively contribute and get the full reward (since rewards are based on contribution). So you may find that it's not feasible to do Hunts AND seek for a party in DF at the same time.