I reviewed every ARR optional dungeon to get a sense of where the combat/dungeon design was at in FFXIV's infancy. I wanted to use these dungeons as a foundation for what's to come in future expansions, even Heavensward might have some surprises in comparison!
Some of these dungeons were bad but some of them ROCKED.
00:00 Intro
1:05 Halatali
2:15 Sunken Temple of Qarn
3:33 Cutter's Cry
5:45 Dzemael Darkhold
6:50 Aurum Vale
8:27 Wanderer's Palace
10:11 Amdapor Keep
12:30 Pharos Sirius
14:00 Copperbell Mines (Hard)
15:50 Haukke Manor (Hard)
17:05 Lost City of Amdapor
18:40 Halatali (Hard)
20:30 Brayflox's Longstop (Hard)
21:45 Hullbreaker Isle
23:12 Tamtara Deepcroft (Hard)
24:50 Stone Vigil (Hard)
26:10 Sastasha (Hard)
27:14 Sunken Temple (Hard)
28:35 Wanderer's Palace (Hard)
29:45 Amdapor Keep (Hard)
31:01 Tier List
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