I'm digging up an old thread here but...
Comparing endgame for WoW and endgame for FFXI isn't really a balanced comparison. Sure, FFXI has 'more to do' right now than WoW has, but it's also had close to 4 years to mature up to that point; WoW's had barely ten months. Blizzard, however, releases content updates faster than Square-Enix does so give them around a year and the volume of content will have surpassed FFXI's.
Yeah, most of the endgame is pretty much dungeon crawling, but most of FFXI's endgame is spent waiting on a spawn and hoping to god you get the pull. If you get the pull in FFXI, there's no guarrantee you'll get loot either; Fafnir dropping just a scale with Fire Crystals anyone? We've all had it happen. With bosses in WoW, you're guaranteed at least 2 pieces of epic loot, and I've seen up to 5 before; they may not be GOOD epics but it's loot nonetheless (Onxyia's Rind of Binding, I'm looking at you).
Another major topic people push on is the fact that FFXI has more 'storyline' than WoW which isn't really true; it's about equal. The only difference between the games is WoW presents its story via text and FFXI's is cutscenes. If you take the whole lore of Warcraft and compare it to Vana'diel, Vana'diels is weak in comparison because Warcraft has over *ten years* of games and novels based around the world. It's a flaw of all the Final Fantasy games -- they're held together by similar themes (chocobos, spell names, classes, etc.) with the same old "Evil is here, heros arise and go kill the bad guy" formula that's old. You go through a few rank missions and see your 3-4 minute cutscenes, then go level 10 levels and come back for the next short cutscene; by the time players go for their next point in the story there's a good chance they've forgotted what's happened previously because the story's so halted.
Another thing is the big kills in FFXI are just there for loot; big kills in WoW are intergrated into the story. We go "oh wow, so THAT'S what XXX looks like" and that's all we think when you look at Behemoth or Aspidochelone. In the case of Onxyia in WoW, it's a story arc you're dealing with constantly from the opening scene on BOTH sides of the game; both Alliance and Horde eventually are forced to go kill her but the different plots are two stories in their own. Plus, set pieces do NOT drop off of contested monsters (outside raid kills), only goodies. They do have quest items for Hunter and Priest like the 3 Zilart guys did for Monk, but it's a 100% drop if I remember right.
The leveling process itself is full of intertwining quest stories and plots that evolve as you progress throughout the leveling zones. In FFXI most newcomers would go through Valkurm > Qufim > Kazham > etc. because that's where they're told to go due to popular spots and fastest way to get a party. In WoW, you go to a new area because an intertwining story from the previous area sends you there to explore the next chapter in the plot. Plus, you virtually never, ever, look at the same monster model throughout your entire leveling career in WoW (oh god the crawlers...); every zone has different skins and variations on the monsters.
People won't agree with me, but personally the fights in WoW are a hell of a lot more challenging than in FFXI. You can have outside healing to your heart's content in FFXI, with an easy way of letting your mana regen with natural /heal as well as Refresh and Mage's Ballad I+II; unless you're a Druid your mana regen over time options in WoW are pretty damn limited. Let Fafnir play like Vaelstrazac does from Blackwing Lair and I guarrantee you players would think SE was playing a practical joke on them. I wouldn't have minded sky bosses so much if they had cruel abilities like Mark of Kazzak or Living Bomb (I still that that's funny as hell to this day) to make it interesting. Instead, you've got bosses that all act in the same manner -- they attack hard, fast, double attack often, use the same 2 hours you do, and same magic spell tiers. For the CoP Wyrms, make spells insta cast and throw some Very Tough mobs around the monster to make the encounter 'harder' and it's all in a day's work for the creators.
Anyway, sorry for the long post. I'm not trying to say it's better, just highlighting how it looks from my viewpoint. Ultimately, you should be playing what is most fun for you and where your friends are.
Nerf Blessing of Sanctuary!
XI Wiki

