Video Editing Tips For Newbies

Looking at the inception era of video editing, namely at the middle of the nineties, it is impossible not to notice the remarkable evolution and continuous improvements that have been brought to the procedure. Cameras have changes their shapes, sizes, and features and they have become better and better, and the advent of smart mobile phones has led to even more people turning into amateur homemade film makers. Nevertheless, simply owing a camera or a smartphone that has a decent umber of pixels written on the camera does not automatically mean you can call yourself a professional video editor or film maker. Here are a few useful tips to consider in case you would like to give your hobby a nice boost.

 

Use A Tripod When Filming

 

To avoid the shaky sensation of having filmed your entire video during a small earthquake, make sure you invest in a tripod. Instead of having your viewers watch some shaky images, let them fully enjoy the things you have captured on camera and provide them with top-notch, steady images. You will get to fully grasp the importance of these tripods when editing your video and getting the clean edits you are aiming for, just like joining some online top casinos should get you closest to your dreams of getting rich.

Do Not Abuse Of Editing Features

Using a good video software programs such as Adobe Premiere Pro CS6, Sony Vegas Pro 11, or Apple Final Cut Pro X is already an important step toward getting the results you want. But over-using every single feature and options you can come across within them is an insane and completely not recommended thing to do. Only use the basic features you need to get used to working with them and get a move when you are ready to evolve. Use instrumental music when editing and remember to normalize the audio – take all sound levels to the middle of the audio meter bar.

KillerGuides Final Fantasy XIV Complete Package Review

KillerGuides has released its new guides for Final Fantasy XIV: A Realm Reborn, and I bought the Complete Package bundle to check out whether it is worth the $49.99 price tag. So, is it?

3 Guides in One Bundle

KillerGuides actually created 3 guides for the new version of Final Fantasy XIV, and is selling each one separately for $29.99 each. The Complete Package bundle combines these 3 guides for a slashed price of $49.99.

I’ll save you the trouble of whipping out a calculator – that amounts to a cool $39.98 discount if you were to buy each of the 3 guides individually.

Here are the 3 guides included in the Complete Package bundle:

  • Final Fantasy XIV: A Realm Reborn Class Guide – This gives a comprehensive and strategic overview on all the classes. Covers all the skills and, more importantly, gives sound combat and class combination advice for both PvE and PvP-focused players.
  • Final Fantasy XIV: A Realm Reborn Gil Guide – This makes the nightmarish task of grinding Gil less daunting, and maybe even enjoyable. Exposes the best grinding spots in the game, and notes which dungeons and bosses yield the highest gil per run. Guaranteed to shave off hours from your playtime.
  • Final Fantasy XIV: A Realm Reborn Leveling Guide – This is a godsend for players who just want to do quests and reach the level cap. The walkthrough is easy to follow and very detailed to ensure your steady leveling progress.

The 3 guides provide a total of 300 pages of tips for Final Fantasy XIV: A Realm Reborn.

ffxiv arr guides bundle

Who Should Buy the Bundle

Do you plan to play the game for at least 3 months? Do you want to be one of the first players to hit the level cap? Do you want to earn more Gil than you can actually spend, or at least have enough Gil rolling in that you can buy anything and everything you want? Do you want to dominate the PvE raiding or PvP fighting scenes? And most importantly, do you want to do all these without having to do all the hard research and legwork?

If you said yes, then go buy the guide. The $50 you spend will be well worth the investment. What does $50 buy you now anyway — A movie date or a new console game? But who has time to date or play other games if you plan on spending the next few months living and breathing Final Fantasy XIV? Better spend that cash where it counts is all I’m saying.

Who Shouldn’t Buy the Bundle

If you find $50 too expensive for a guide – I’m looking at you students and budget-crazy young gamer parents – then consider just purchasing one of the individual guides at a price of $29.99. The leveling guide is arguably the best all-around useful guide for casual players, while the other 2 are meant more for those who want to dominate the economy and endgame content of Final Fantasy XIV. Still, if you find yourself absolutely needing at least 2 of the 3 guides, then that will set you back $59.98 or $9.99 more than if you purchase the whole bundle. Bottom line: Think hard whether you will be satisfied with just 1 guide before passing on the bundle.

Class Combinations, One of the Coolest Features Offered in the Game

If you’ve come here to look for a guide on class systems: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining class systems. It also includes a pretty great leveling guide (full review available here).

Final fantasy 14 beta

Similar to Guild Wars 2, switching gear changes your class and you start again at level 1. You have no need to role alts and each time you pick a new class you get quests to level that class if you have that class’ guild. Or you can do different starter zones for quests, or just grinds, or basically you’re leveling your other classes to unlock their skills, which then can be combined with your main class’s skills. And eventually with certain class level combinations, you can unlock jobs.

It sounds confusing but, for example, I got my archer to level 20 and my conjurer to level 5. Conjurer had a heal spell at level 2 which had archer affinity, meaning it could be used as an archer. So henceforth, when I was playing as a level 20 archer I could cast heal. Now, mind you, my heal was pretty shitty compared to a real conjurer’s heal. It wasn’t any good in a dungeon, but it was nice for soloing.

I can’t go into much more details but I just wanted to say that with its release date set on August 28, I suggest looking into this MMO. I will definitely be covering a lot more details about this game, especially when the NDA is fully lifted in the fourth beta test phase.

How to Level Up the Crafting Professions, and Repairing Equipments?

If you’ve come here to look for a guide on crafting and repairing: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining crafting and repairing. It also includes a pretty great leveling guide (full review available here).

As you gain levels, you’ll get more skills to make the crafting mini game more interesting, and like DoLs, some skills can be shared with other disciplines of the hand. You may want to check out some of the other skills, the other crafting classes have, as it’s relatively easy to get them to level 15. You just need the shards and the vendors tend to sell all the low-level crafting.

To level effectively, I recommend making friends with some gatherers, utilizing the market board, and using the experience bonus scroll from the grand companies that you’ll get access to around level 20, and turning in high quality items for your guildleves. Try to get as much experience as you can crafting items whose reagents are sold by the vendors before getting into the higher levels where you have to gather shit yourself. Beyond level 25 and above it gets pretty difficult.

Also note that the guildleves for the professions are only in the associated city; for example, you get armorsmithing in Limsa Lominsa, so you’ll only find armorsmithing guildleves from the adventures guild in Limsa Lominsa.

Also note that repairing gear for your respective discipline of the hand grants small chunks of experience; for example, a goldsmith repairing earrings will give experience based on the amount of durability repaired and the level of the item. And come launch, you can repair other people’s gear, but it costs materials, so you can always whore yourself out next to the repair NPC and offer free repairs to get free experience.

That’s it for the basics of leveling Disciplines of the Hand and Disciplines of the Land. Now, this can be very time consuming, but it’ll be worth the effort when you save yourself tons of money by self-repairing, and it is mandatory down the road for material melding.

ffxivarr crafting profession

Final Fantasy XIV Realm Reborn Crafting Guide

If you’ve come here to look for a guide on crafting: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining crafting. It also includes a pretty great leveling guide (full review available here).

Now crafting is essentially a mini game; you’re goal is to fill the progress bar before the durability hits zero, while raising the quality as high as possible at the same time. Now every action you take involving the item will have reduced its durability by 10. If it hits zero, you will fail; but if your progress bar fills, you win the item that’s crafted.

ff14 crafting

Now if you just want to craft shit fast just pump your one button until your progress bar fills. There’s a bit of RNG involved, but 90% is very much in your favor. Unfortunately, if you want to really craft good gear or to level faster and shard efficiently, you’ll need to work on raising the quality. So once you get around to level five about, you’ll start getting some interesting abilities to raise the quality of items, so let’s learn exactly what everything is doing on the screen.

First, if you start crafting an item with a high quality reagent rather than a normal reagent, it will start with a quality boost. Note that the quality boost of the reagent differs from item to item, but this will significantly increase your chance of success. You can get high quality reagents from a Discipline of the Land with high perception, or craft some high quality reagents yourself.

Now, you’ll notice three things that will affect whether you get a high quality item or not. These are condition, quality, and HQ percentage. Crafting is RNG. The condition changes at random; quality increases can fail and as your quality goes up, you are only increasing the chance that the resulting finished item will be high quality; the chance being the listed percentage at the bottom.

So here’s how it works. Increasing the quality will increase the percentage chance on the item resulting in high quality. But the quality and percentage increase do not move linearly; what I mean is if your quality bar is 50% full, that does not mean you have a 50% chance to get a high quality item — most likely only around 20% to 30%. But if your quality bar is full, it will be 100% chance to get a high quality item. Basically the more quality you get, the more value each point has. Your goal should always be to fill the quality bar though. I’ve failed high quality crafting on items that supposedly had an 89% chance to be high quality, and then I realized that I hate myself for leveling professions during a CBT.

Final-Fantasy-XIV-A-Realm-Reborn-7

So now you may be wondering how does condition come into play. Well, condition will change randomly throughout the process. When in normal condition, actions will have normal effects, and when an item has a good or excellent condition, successful actions will have a huge bonus effect. But if in poor conditions, the action will have reduced effects. For example, if the quality increase skill typically gives your item 50 quality, it will give it 25 quality if you use it on a turn that the item’s condition is poor; 75 quality if the condition is good, and 100 quality if the condition is excellent. Paying attention to the item’s condition before taking action can make or break getting that high quality item. So basically, high quality reagents easier to make high quality equipment; high quality equipment, better stats. How better? Well, you can see a comparison here. Additionally, if you are leveling your DoH using guild leads, turning in high quality items instead of normal quality items will increase the experience rewarded by a ton. In some cases up, to 200% more experience. So that’s the gist of being a Disciples of the Hand.

What is Disciples of the Hand Skills and Abilities, and How to Unlock Them?

If you’ve come here to look for a guide on disciples of the hand: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining disciples of the hand. It also includes a pretty great leveling guide (full review available here).

A list of the Disciples of the Had could be seen as followings:

disciples of the hand

  • Carpenters will be making bows, spears, staves, and other goodies.
  • Armorsmiths will be making heavy armor and shields.
  • Weaponsmiths will make Gladiator, Marauder, and Pugilist weapons.
  • Weavers will focus on cloth, armor, and this covers a lot of DoH gear.
  • Leatherworkers focus on leatherworking armor and this focuses a lot on DoL gear.
  • Goldsmiths will work on jewelries like rings, earrings, necklaces.
  • Culinists will make food and potions.
  • Alchemists will make potions

To obtain your DoH, simply join the guild once you’ve completed your starting classes level 10 guild quest. Carpenters and Leatherworkers start in Gridline. Weavers, Goldsmiths, and Alchemists start in Ul’dah, and Armorsmiths, Weaponsmiths, and Culinists will start in Limsa Lominsa).

Now to get started with crafting, you’ll once again be on to your crafting tool and your underwear. You can fix this by picking up some gear from vendors, but it won’t matter much at first. DoHs use three stats: craftsmanship, control, and CP. Craftsmanship will affect your progress bar growth speed; control affects your quality bar growth speed, and CP is your manibar for crafting.

Once you’ve got your gear, you can get started on crafting by opening your crafting log; the default key is N. You’ll be shown a list of items to craft and by clicking on them, you can see the required materials. Now, no matter what DoH you pick, everything you craft is going to require a type of shard. You may have noticed yourself getting these from quests and sometimes even buy them from NPC, and you might already have quite a few. But you’ll undoubtedly run out very fast once you start to craft, and it is important to either level a Disciple of the Hand that can gather the shards you need easily, or just make friends with somebody that can.

Aside from the shards, almost all starting crafting materials can be bought by the associated guild’s supplier, so as long as you have a chunk of shards you can get right into crafting.

FFXIVARR: Gather Guide and Tips to Leveling Disciples of the Land

If you’ve come here to look for a guide on disciples of the land: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining disciples of the land. It also includes a pretty great leveling guide (full review available here).

When you have your trusted gathering weapon and hopefully you’re not in your underwear, it’s time to head out and gather. Once you’ve unlocked the DoL, you will have also unlocked something called a gathering log, hidden under the same menu as your hunting log. This log will tell you the location of almost all available materials for you to gather. Note that the keyword here is “almost” and in CBT-3 it was not completely accurate. In some instances, the log would suggest you gather in La Noscea as a miner for ice shards or earth shards at level one. But this simply isn’t possible.

ffxiv gathering

Like the main story, your DoLs will be generally locked to their associated city for gathering until around level 15. All of the field leaves for said class will be found in that area. For example, all mining nodes will be found in Thanalan so as all mining guildleves until around level 15, and all fishing nodes will be found in La Noscea until around level 15.

Now, to actually gather materials you are given a few abilities. The first ability enables you to actually see the nodes, so hunt around for nodes you can gather and and start picking at them. You’ll notice a percentage chance of success, and on some items, another percent of chance for high quality. As we talked about earlier, gathering and your level will affect your gather percentage chance and perception will affect your chance to gather the high quality items, which we’ll get more into in a bit.

You’ll be given numerous skills to increase gathering, perception, or help you find nodes easier later on, and skills may make you even gather multiple materials at once. Also note that you’ll sometimes encounter unknown materials, which have a low chance to be gathered, but gathering them once will reveal what they are and normalize their gather rates. Note that like your combat classes, DoLs can borrow skills from each other if they have the affinity. Also remember to keep doing your DoL guild quests to keep up to date on gear and such, and that’s about it for gathering. It’s pretty simple, but it can be time consuming to level it.

Now you can use field craft leads which we’ll send you on gathering quests for bonus XP or alternatively, you can complete quests as a battle class, like an Archer, and then turn them in as your discipline of the land to speed up leveling. Note that your GP regenerates over time or after successful gatherers, so if you start a field lead make sure it’s full before you initiate it. I’d also recommend waiting until you join a grand company to get access to these beautiful scrolls. They are essentially 20k free experience while you gather and will save you some time in leveling.

Guide to Gathering and Crafting Classes in Final Fantasy XIV Realm Reborn

If you’ve come here to look for a guide on gathering and crafting classes: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining gathering and crafting classes. It also includes a pretty great leveling guide (full review available here).

At launch, there will be three gathering classes. These are called Disciples of the Land, or DoL for short, and include mining, botany, and fishing. For crafting professions, they are called Disciples of the Hand, or DoH for short, and these are carpentry, alchemy, culinary, blacksmithing, armorsmithing, leatherworking, goldsmithing, and weaving.

disciples of the land

I’ll start the guide by going over DoLs, but before I do I want you to know that leveling professions in Final Fantasy XIV is almost like leveling another classes. It takes a while and has it’s own dynamic game play, and more importantly, you will require more than one DoL to max out your DoH, and you will acquire more than one DoH to manage all your gear at max level. So I highly recommend planning with friends or guild mates on who will level what DoL and DoH, rather than trying to level them all yourself.

Okay, so the DoLs, mining, botany and fishing can be unlocked just like any other class. Once you’ve completed your initial classes level 10, guilds quest, you have the ability to join the DoL guilds. The mining guild is located in Ul’dah, the botanist guild is located in Gridania and the fishing guild is located in Limsa Lominsa.

You will be given the base weapon to get you started, and that should be enough to gather the first few levels, but if you don’t fancy running around in your underwear with a pick axe or a fishing pole, you can buy some basic gathering gear off the vendors around the starter cities.

Gear for these two disciple classes has some interesting stats you haven’t seen on your normal class gear. The stats the DoL utilizes are gathering, perception, and GP. Gathering increases your chance to successfully gather materials; perception increases your chance to gather high-quality materials, and GP is like your manibar or action points while you are a Disciple of the Land. Note that you won’t really be able to equip GP gear until around level 20.

The Overview of Classes and All Disciples in FFXIV ARR

If you’ve come here to look for a guide on classes and disciples: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining classes and disciples. It also includes a pretty great leveling guide (full review available here).

I used to have my doubts about Final Fantasy XIV: A Realm Reborn. It’s important to add the “Realm Reborn” in there because Final Fantasy XIV, when it was released I, honestly thought was a huge let down. I was a very, very avid Final Fantasy XI player, and when XIV was released I was very excited, but was sadly disappointed. But with A Realm Reborn on the horizon, I got a chance to play in the closed beta, and I have to say it changed my mind about the whole series. I’m very, very excited about it, and I want to share that excitement with you guys and educate you about the game before it’s release.

In this site, we’re going to be talking about the classes that are going to be available to the player at the launch of the game. These classes are divided into four different groups. We have the Disciples of War, the Disciples of Magic, the Disciples of Hand, and the Disciples of Land. Now, two of these starting disciple groups are combat and two of them are harvesting and crafting.

Well, there you go guys, that’s a little bit of information about the starting classes, but I promise you we are only beginning to scratch the surface. One of the things that makes the Final Fantasy MMOs so damn immersive is the fact that you can play all of these classes on a single character, and these are only some of the classes in the game. We haven’t even started to talk about the advanced jobs yet.

ffxiv arr job

Skills and Abilities of Disciples of the Magic!

If you’ve come here to look for a guide on disciples of magic: I’m currently working on a massive revamp of the page that will include a lot more details. In the meantime, I can wholeheartedly endorse this guide that does a kick-ass job at explaining disciples of magic. It also includes a pretty great leveling guide (full review available here).

disciples of magic

Now we move in to the Disciples of Magic. Up first is the Conjurer. The Conjurer calls upon elemental forces present in nature and concentrates them into a potency at which spells can be weaved. Through practice, meditation on the essence of creation, Conjurers draw forth and absorb ether from the immediate surroundings. A wand or a cane made from un-worked wood is then utilized to focus this ether until it manifests a desired spell, basically they use the elements around them to weave powerful spells, and it’s pretty cool. They’re also able to switch between offensive and defensive magic as needed for the task at hand. They are also the main class that’s required to become a white mage (see here). One of the key arguments for playing one though is that the lack of healers and their affinities make them a great combination class.

Then the Thaumaturge! In the hands of a skilled practitioner, Thaumaturge can be a force of terrifying destruction, at the heart of this school of magic lies the ability to call forth and command the latent ether within one’s self through deep introspection. To then mold that ether into sorcery, the Thaumaturge makes use of a scepter or staff. Within this staff is housed a medium or a neutral stone imbued with magical properties. By enfeebling enemies and enhancing allies, thaumaturge can prove to be an invaluable asset, especially in battles that last a long time.

Last up we have Arcanists, adepts of the art of arcanium derive their might from symbols of power born of geometric techniques hailing from across the southern seas. Held within a cult grimoires, these symbols lend shape to the Arcanist’s ether, thereby allowing them to produce powerful spells, using the same symbols to unlock the latent power contained within gem stones. Arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding.

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