Competitive WoW Player Reacts To FFXIV EXTREME Raid (Golbez)



Watching/Reacting to Hungrychad’s POV of Golbez Extreme to get a sense of what’s in store with FFXIV raiding! Some of these mechanics looks awesome!

Check out HungryChad’s video here: https://youtu.be/oo3_lB0iJfU

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15 thoughts on “Competitive WoW Player Reacts To FFXIV EXTREME Raid (Golbez)”

  1. Without context this isn't much of a spoiler , especially with how far into the story this is you'll certainly have forgotten it lol

    Yeah lots of animations telegraph attacks that are about to happen , for example whenever he casts "azdajas shadow" he shows a pattern in the air and then does a tankbuster . Later when he does a sword swipe double dodge the pattern he showed before will tell you if you are about to have an in +spread or an out + healer stacks.

    The knock back mechanic was actually role based so the two flares (blue markers) that must go away from other players are only ever one support and one dps , the player who stays center and places the knockback will always be a healer and the leftovers will be 2 supports and 3 dps , which is exactly how many players need to be in each tower since there is a 3 person soak and a 2 person soak. Those markers in the middle are actually for that mechanic since you can stand on them to line up your knock backs.

    This fight and most fights only really have 2 phases at most , or a final fight of a raid tier will have a second phase with a checkpoint , ultimates can range anywhere from 4 phases to 7 phases but they are also the super hard 15~20 min fights.

    This does look like a coordinated group , but party finder farm groups can be pretty clean too sometimes. Especially since people try to farm our the mount drops.

    Extremes are like a medium difficulty ,so this was maybe a few hours max for fast groups going blind.

    If you like the look of this you'll like most endgame raids! Though it will take a while to get thru the story, sorry for the wall of text lol . Hope you have fun with ffxiv!

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  2. You were close with the mechanic you couldn't figure out.

    One person gets something on their head that knocks people away from them (So they stand in the middle)
    Two people get meteors fall on their head so they have to get knocked away to each empty corner
    Then in the remaining 2 corners there are soak mechanics that need 3 people in one and 2 people in the other

    If you mess it up everyone dies so it's quite the wall many practice groups hit.

    This is Extreme is is no way close to the hardest content but its a very readable digestible fight imo.
    Fun watch!

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  3. Currently you are watching an Extreme version of the Normal story fight, which I believe in WoW is the equivalent of Heroics, so its fine to feel overwhelmed by just looking at all the flashing markers appear on top of their heads. You will learn those in your story play though so no biggies.

    But if you want an insight, if you have the purple arrow spreading on the ground, it means you will be the epicentre of a knockback mechanic. The three white arrows is a proximity mechanic, the closer you are to them the more damage you will receive.
    There was a circle with two/three pillars, we call them tower mech, means there needs to be X amount of players in that circle before it goes off (at 16:53 the Paladin [PLD] and most of the rest died cuz he was knocked back to a two person tower but he was alone).

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  4. Hope you have a great time, man!

    You may already know this, but in case you don't, there are some almost "levels" of difficulty.

    Trials are 8 man one-off raid fights. The normal mode is easy (as they're usually part of the story), optional extreme modes (this fight you're watching) are the upscaled version almost every trial gets for gear, glam and fun.

    There are also Unreal trials. These are a rotating per-patch (usually) special encounter. It's basically an old extreme brought up to max level. They are a lot of fun. You can level-sync, min ilevel, no echo (no bonus after each wipe) any fights to make them kind of like they were when released… but its not perfect with power gains over the years, so Unreals are a way to bring that sheer terror back to the OG fights.

    Raids are a bit different. Each section of the game (though ARR is a bit different) has three "wings". Each wing has 4 bosses. All 8 man. Normal mode is harder than a story mode trial but not super difficult at all. Savage mode Raids are a pretty decent step up from Extreme Trials- maybe not QUITE as difficult as a Mythic Raid (though 1:1 between the two games is a little tough) but still a worthy challenge.

    Alliance raids are 24-man PUGable content with wild visuals and usually not overly tough. A lot of fun though.

    Criterion is a new piece of content. 4 man super hard "dungeons"… though they're more like a 4-man hard mode boss gauntlet than they would compare to mythic+: very different system. Super fun, rewards currently suck, hope that gets fixed soon.

    Ultimates…are… nuts. They're generally 20+ minute fights reimagining an old SET of trials or raids etc together. Almost like an insanely upscaled boss gauntlet including nasty new surprises. Rewards are absolute flex weapon glams and titles.

    If you like a challenge, XIV won't disappoint.

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  5. Hector Hectorson has videos that use diagrams and are a little easier to digest as a guide. In Dawntrail we will get access to our own in-game tools to create diagrams tailored to each group. This fight is pretty straight forward except the spirit section lines up with your burst phase and can make it tricky to keep a hold of your rotation while executing the mechanic. The pushback is simple enough but can be a pain to coordinate. Anyone not in the right place = death for the whole party so people got stuck there for a bit.

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  6. "i wouldnt know to judge the second…" Exactly. FFXIV is extremely fun to progress completely blind, figuring out the fight mechanic by mechanic, wipe after wipe.

    This fight is an Extreme Trial, which generally is the first step up in difficulty. These kinrs of fights are great to do blind within a reasonable amount of time. (1-3 hrs depending on skill. Super noobs may take a bit longer.)

    I actually do NOT suggest you watch a whole bunch of these fights, so as to not spoil the fights. You already have great intuition for FF14, though.

    That said, theres content called Ultimate. These are rehashes of existing tights mushed together and are considered the most difficult content in FF14. I recommend seeing clears or guides of those fights AFTER you have done the content its based off of. For Omega Protocol I which another person suggested, I actually recommend after also doing Endwalker. These fights would take an unreasonable amount of time to do blind. It would not necessarily be a good streaming experience. Clearing with a guide or a veteran raid leader eho has done thr fight still could take you a week of raiding. That said, seeing hoe tbese Ultimate fights reinterpret the fights vased on newer mechanic designs or lore that was previously disregarded is awesome.

    I also recommend, at your leisure, to check out joonbobs guides to FFXIV that the game doesn't teach you. https://youtube.com/playlist?list=PLW2sascrTjFTBsnUsm2Oq2k9Ai7FjLLYi

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  7. There are a number of mechanics that leave the party with some discretion and how they want to assign who does what, but for the sake of simplicity in Party Finder, people come up with some general assignments that anyone can pick up quickly. A given Savage/Extreme level fight might require you to have one set of assignments for each of the following: light party stack (2 groups of 1 tank, 1 heals, 2 dps), partners (generally 1 dps with a tank or heals each), role stacks (2 groups entirely dps or tanks/heals), clock positions (each person gets a spot around the boss at cardinal and intercardinal locations) and I'm sure several others as well. You might use many or most of these types of assignments in one fight, but if you do it enough it becomes second nature.

    So for the knockback/meteors mechanic, the two people marked with meteors will be a dps and a non-dps, and they know they need one knocked North and the other knocked South based on their job/role. The knockback itself is on a person so they have to move to roughly center of room so people don't fly off the platform. Everyone else gets knocked into the 'tower' mechanic that requires people to be in it. Like with the meteor they know whether they will be in the North towers or the South towers based on their job/role. Or at least that's how I assume they did their assignments. The reason most of the party died on the one iteration of it is because the Paladin was alone so there weren't enough people in the tank/heals towers. It killed him instantly and exploded to kill most everyone else. Luckily they still had Limit Break with 3 bars, as that allowed them to full mass rez the entire party with no damage down debuffs.

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  8. the good thing about ff14 is that you can do old extreme fights on minimum item level + no echo to experience the older fights as close to how they are on release if you have people to do it with and could be a good way to see how they fight design and philosophy changed throughout the years

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  9. Good luck on your play-through, I might check some streams out when I get time. How much of a story person are you btw? FFXIV has a lot of reading, and ARR in particular doesn't have nearly as much voice acting in its MSQ compared to the expansions, especially the later ones.

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  10. 8:10 the purple marker on the ground is a knockaway. You set the party so the triple arrows go to corners so the aoes dont hit others and the other 5 (since the purple pushback is on someone) get pushed to the pillars to soak. Also the 1 and 2 markers are to indicate whos a tank and whos a healer. Red circle markers around tanks are tankbusters. 15:15 golbez is the boss, extreme the difficulty, pld means paladin. All classes/jobs have a 3 letter quick spelling. Summoner is SMN. As for the 'battle res' that was called a limit break lvl 3 is full team res. Tanks lvl 3 is 80% full team dmg reduction and the rest is dps for dmg.

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