Hey all, sorry this one took so long to get out, lot of stuff happened this tier.
I hope you all like the video!
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Description:
Final Fantasy XIV[b] is a massively multiplayer online role-playing game (MMORPG) developed and published by Square Enix. Directed and produced by Naoki Yoshida, it was released worldwide for Windows and PlayStation 3 in August 2013, as a replacement for the failed 2010 version of the game, with support for PlayStation 4, PlayStation 5, and macOS releasing later. Final Fantasy XIV takes place in the fictional land of Eorzea, five years after the events of the original 2010 release. At the conclusion of the original game, the primal dragon Bahamut escapes from its lunar prison to initiate the Seventh Umbral Calamity, an apocalyptic event which destroys much of Eorzea. Through the gods’ blessing, the player character escapes the devastation by time traveling five years into the future. As Eorzea recovers and rebuilds, the player must deal with the impending threat of invasion by the Garlean Empire from the north.
Chapters:
0:00 Introduction
1:04 Carbuncle
3:33 Hegemone
6:08 Agistis
8:18 Hephaistos
10:23 Conclusion
#ffxiv
#MMORPG
#FinalFantasyXIV
#MMO
#RPG
#JRPG
#square
#squareenix
#raid
source
Hey all thanks for watching! How did you like this tier!
It's very nice.
difference to the dance in wow is you can get lucky and the people who know the dance get to do it or unlucky and the Random filled Demonhunter who jumps and dashes more then doing dmg has to do it and wipes the raid atleast thats my experience
They didn't remove the spinning cones, the "savage version" is that mechanic that the boss marks people with 1 to 8 and cleaves in sequence.
There's actually a pretty significant difference between getting Snakes or Dog first and normally, this would only really matter to parsers, but I find that it's actually negative anyway, of course you can clear regardless, that's definitely not a problem
The issue comes from them having different durations and when the raid buffs align with said durations, if you get dogs first, you are gonna get your raid buffs during the illusions, which depending on which pattern you get really sucks, since at that point everyone is spread and depending on the patterns you might not be close enough for raid buffs
It specially sucks if it's Dog > Support Bait > Outside > Nest of Flamevipers
If it's Dog > Support/DPS bait shouldn't matter that much) > Inside > (Tetra/Flame, doesn't matter at all) it's not THAT bad but then you are finishing your Burst during Volcanic Torches
The problem for me with this pattern (other than possible losing a raid buff) is that I'm a RDM, which means I have to do 2 melee combos, if there's flamevipers that means the person I stack with, which is one of the tanks, cannot do his burst since we would most likely just kill each other with our vipers
It also changes how you have to spend your mits, but you can just adjust for that anyway
If you get snakes first you get your raid buffs before the illusion mechanic even happens, meaning it doesn't matter which pattern it does afterwards we can just normally resolve the mechanic without anyone having to forgo their burst or potentially missing a raid buff
It's also better because you skip dog 2, so that's like, an extra minute to spend dying in Phase 2 rather than seeing him jumping around
Dog and snake on p8s don't take the same amount of time to complete. So it messes not only buff alignment but your mitigation plan.
Totally agree on P6S needing the rotating cleaves to add more flavor to the fight, but have one caveat to that:
The snapshot/hitbox on those cleaves is absolutely painful. If you aren't WELL ahead of them, they hit you regardless of being in them or not visually. Thankfully it looks like for TOP (the current Omega ultimate), they had a similar mechanic that is much much cleaner in phase 1.
I more wish she had more variety in the X and + markers on the map. Many of them add up to as clearing to "look for one specific sign and move to a safe spot according to it." Especially after Cachexia 2 it's just like…here's 2 +s…hope you know where to stand and it felt like they were afraid to make it harder. Which is fine, but having at least one more combination per Poly would add a lot of complexity to the fight and be a lot better for prepping players for P8S's safe zone puzzles, be it Volcanic Torches or Sunforges.
Interesting take on P8S phase 1. I always thought being able to learn multiple mechanics at once made an encounter easier to learn, since you can technically prog 2 mechanics at the same time. Were it always snakes -> dog for example, wiping on dog would require everyone to do snakes again, therefore taking more time until you can practice dog some more.
This is something I got from ultimate raids, where later mechanics take a TON of time to master. Why is that? Because getting there costs increasingly more time.
Also, as a bonus, random order of mechanics can be a welcome change of pace for healers, who cannot map their cooldowns to each mechanic, since their order is not set in stone.
p5s was really cool to play, and it was also my first savage content, but after that it was pretty much a downward slope after that
I definitely get the criticisms and observations you have for the tier. I largely agree on most of them except for your thoughts on P8S. I think you have a disadvantage of being a newer player to the game and not having done the fight with a raid team that has the stamina to be able to complete it. There are a couple of things that kind of needs explaining in that the mental load that is required to finish it is vastly different from where the game was in Shadowbringers and even Stormblood. Take "Minotaur 1" as you would call it, this is not a new mechanic. This is a mechanic that you have seen at least once before in P6S and you have already partially executed on it in P2S. Remember how Hippokampus dashes back and forth with it's body? That's a call back to that mechanic both visually and mechanically. This mechanic is also further broken down to a common FF14 terminology known as "Limit Cut". If you are able to do this mechanic, you basically can do the new Trial Ex 5, Diamond Weapon Extreme and a few of the mechanics in Ultimate fights.
As a new player, learning and identifying "Limit Cut" can be extremely taxing because you simply don't have the breadth of raiding knowledge in the game to handle it reliably thus increasing your mental load through the fight. They even played around with different ways to present Limit Cut and the more you see it, the less taxing it becomes because you've already been trained to deal with it many times before.
Square Enix kind of does a really smart thing in that they've been introducing Savage and Ultimate level mechanics into lower tiers. Things like Ultimate mechanics being put in Savage and Savage mechanics being put into Extreme allows them to train up players to be able to further handle these mechanics in the future and I think this doesn't get enough praise because fights are getting much more challenging over time so they have to find a way to increase player awareness and skill without forcing them to go back to fights that are no longer relevant.
I'm not saying that it gets easier to "execute", all this knowledge means is that you'll have a different level of "stamina" to make attempts at it because mentally, you'll be in a different place.
My static was in the exact same spot as yours and had been raiding since late Shadowsbringers and this tier ended up being a lot of not fun for everyone and burnout made us disband. Unfortunately this means I probalby won't be able to finish the tier becuase PF is a clusterfuck
I tend to get ragey when i can't figure a mechanic out…but once you get it the frustration dissipates and it feels very fulfilling
The argument that once you learn the mechanics its easy being used as a negative is mostly from idiots, once you become skilled at something its going to be easier by default, thats just how it works.
I like to think difficulty scaling is done with how much you need to remember in mind, like extremes its just rememberinv patterns and where you need to be when individually, savage is where the you use team mechanics more and have to remember they can be this or that, and ultimate is where they make you do all of it with a lot more to remember plus knowing your rotation by heart
With all due respect, that's a dirty clickbait.
Being ex-mythic raider in wow means at least understanding the core concepts of the class/job in most other mmos, xiv included.
Alas, seeing that redmage footage clearly proves the opposite.
Sadly, absolutely no clue. No casting for 16 seconds, dualcast expires, weaving before dualcast, etc, etc, etc. Ain't no way that wow mythic raider would play like that (unless mythic raider means 3 first bosses within 3 months of tier).
From a perpective of casual wow player casually raiding in xiv, the points in video might be fair, true that
Another thing about P8S, is that the jump in difficulty from P7S, to P8S is, exceptionally high compared to most raid tiers, heck, the dps check actually used to be higher than it currently is, and if you were at min ilevel, it demanded perfection on like the first week of the tier, if you didn't dps perfectly, and if you didn't use at least some, of the higher damage classes, you were not getting through the dps check week 1 when this came out. Thankfully with that slightly decreased, and the gear most people have, the dps check isn't as serious a test of your mettle while also doing Hephaistos's disco inferno anymore.
It's obviously not Gordias and Midas savage hard (Dear god, nothing ever will outside ultimate) but P8S is abnormally hard for a savage fight, at least in phase 1