Arcadion M1S Guide – AAC Light-Heavyweight M1 Savage (Black Cat)



This is a guide to the fight Arcadion M1S (Black Cat) in the game Final Fantasy XIV. All strats in this video are day 1 strats and are likely to be improved overtime.

Mini-guide on same-baits for Quadruple Crossing: https://www.youtube.com/watch?v=bOCqbHRQw2Q

Tip me at: Ko-fi.com/hectorhectorson

00:00 Introduction
00:55 Quadruple Crossing
01:36 Double One-two Paw
04:00 Mouser 1
07:22 Clones Shenanigans
10:11 Mouser 2
11:43 Raining Cats
13:14 Predaceous Pounce
14:11 Special Thanks! (+ Cat)

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47 thoughts on “Arcadion M1S Guide – AAC Light-Heavyweight M1 Savage (Black Cat)”

  1. A quick TL;DW
    What my guide shows: DPS in first on inter, TH in 2nd on cardinals (I've seen same-bait, and it looks promising. Maybe a mini–guide?), True North clock spots (but I explain relative at the start, they both work fine), I show both how to resolve elevate and eviscerate by getting knocked to a new tile or in same tile, LPs E/W for shockwave. Raining cats is LPs on S corners, tethers on N corners, LP1 in, LP2 out (I also show a tank invuln method that's an option. This mechanic might need a mini-guide if there's a much easier solution to it).

    Sorry if I show things slightly differently from how you cleared day 1!

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  2. I think we need to establish relative positions to the boss as normal, and melees should always always have priority on intercardinals as their “resting” position. Yes, we have true north but if you have to miss them often enough during mechanics constantly going off requiring you be somewhere else, it’ll be a loss in DPS and stress out that player more. Give intercardinals to DPS because if they’re good, we’re trained to hold that diagonal.

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  3. worth considering just assigning tiles during Mouser. Group 1 goes North or West, Group 2 South or East. Healers/Ranged far tiles, melee/tank close tiles.

    That way everyone gets uptime and the rest of the party knows exactly how to dodge the aoe

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  4. if you do support first and dps move for partners, then 2 of your pairs end up going to the same EW for both LP and partners, and you can just stack on E/W for leaping quad LP stack w/o needing to determine LP intercards. Less error that way.

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  5. Excellent guide as always!

    A few tweaks/thoughts I had to make things cleaner:
    – Supports go in first for Quad Crossing, this way when it gets mixed with the LP/pair stacks later, they can always be in the exact same spots on the cardinals, without people having to rotate to an intercard. Less risk of confusion, which is big in PF lol
    – I'm almost certain that Mouser always has 2 overhead punches and 2 uppercuts. Because of this, and because of the tile pattern, the party should be able to stay on the same side longways, while the marked players bait on the opposite side. In other words, say the tiles are running north and south. Party stands on the west column, marked players go to the east column. If you're getting hit with an overhead, you stand on one of the good tiles. If you're getting uppercut, you stand on a cracked tile. That way all the cross-shaped AOEs happen on the east side, and the party only has to move for the two tiles in the center of the column. If I'm wrong about it always being 2 of each move tho, this won't work.

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  6. Thank you for posting yet another awesome guide, Hector, and for being fast at it! Do you plan to make guides for the criterion dungeon and for the ultimate too when they release? I think that it would be awesome if you released guides for these too!

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  7. Much much more prefer supports in first because it ends with cardinal safe spot, makes it a lot easier for double/quad swipe after. Already had many PFs die to this due to one person either going NW/SW or opposites but E/W is so much more consistent

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  8. For that devour mechanic at the end for melee uptime, you can go on the side with the first AOE standing just a bit behind her walk path, then after the 2nd AOE, you switch sides. After the 4th AOE, move closer to center line to handle one-two paw.

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  9. THANK YOU for this amazing guide! I was essentially blind progging with some of my static yesterday with only a hastily written guide that had a lot of mistakes and info left out, and I was realizing just how terrible of a player I am without your guides lol. You absolutely didn't have to get this video out on day 2 but you did anyway and I really appreciate your dedication to this community! Also the random meowing in the guide killed me.

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  10. for Mauser 1:
    We move with the group from marker to marker 1->2->3->4 and the knockback/stun guys use the unbroken platform diagonally from the grp (example: grp on 1, mechanic on 3 or the platform further away from 3, if 3 is broken) using the cheese strat (stand on an unbroken platform, getting knocked diagonally).
    Movement for the grp is consistent and easy, the one playing the mechanic has to look for the first unbroken platform diagonally from the grp.
    Maybe the explanation wasnt perfectly clear, srry for that, best my english allows xD

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  11. i really wish i understood what you mean at 8:03~ … turning the debuff doesn't really help me understand what "leap happens relative to the way the clone is facing" means, but that's probably a me problem. thanks for your guides, they are really good

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  12. I have a question, I haven't tested yet so maybe someone can answer.

    During tiles phase 5:45, for the punch knockback, If I am a melee standing on 3 marker looking diagonally to 1, can I get knockback correctly to the 1 marker tile? The group should be on 1 to avoid the plus shape AOE. That way melee can maintain uptime.

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  13. Going to say that the party should commit to taking the baits either on a cardinal or intercardinal, that way you can move to the safe zone after you take your hit and there is less movement for everyone.

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  14. When I saw your guide out,
    I WAS SO HAPPY.

    I was getting so confused, as to why she jumps in a different corner to what I tracked for the second nine lives. 😐
    searched and searched, and only your guide thus far actually says, that she moves to the same corner as where the original is facing. It's such a crucial thing! So thank you Hector.
    LOVE your guides!!!

    Reply
  15. Hello, I'm commenting here because I'm seeing every party finder group default to dps first Quadruple Crossing and I had the feeling it was involved with something being featured on this channel because I have an extremly keen intuition.

    So, that's great but whe you do that Quadruple Crossing ends hitting on cardinals and people also stacks for pairs/light party stacks on cardinals, meaning that last dodge is kinda tight for no reason. When you start with supports, the last hit is on interardinals meaning when you do the last dodge from Quadruple Crossing you're already in place for the pair/light party stack.
    I'm sending this letter from the trenches, people are already dying in droves out there. Could you rain your light of wisdom on us poor pf peasants, from my experience it's very hard to argue about something that was release on a video guide even the guide says something even mentioning it's an arbitrary choice.

    Thanks for your work, btw.

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  16. How I get to remember safe spot for double cleaves: 1)If left safe first-> stand on the left of diagonal clone. 2) If right safe first-> stand on the right of straight facing clone. At least that works for me and makes me instantly find the spot!

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