Pro WoW player reacts to FFXIV EXTREME Rubicante raid boss



Check out @AxiomG ‘s original showcase video here! https://www.youtube.com/watch?v=FUIk4Dq-j5k

I tried to use my WoW experience to work out the mechanics of Rubicante. Very fun to look into intuitively. I enjoyed this so let me know if you want me to look at more (non spoiler) boss fights.

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24 thoughts on “Pro WoW player reacts to FFXIV EXTREME Rubicante raid boss”

  1. The intricate dances that extreme fights are are absolutely some of my favorite pieces of the endgame content, memorizing the tells and what mechanics will happen next. Challenging enough, but not too overwhelming for those looking to see what more punishing fights can be like. Also as an FF4 fan I adore the theme for Rubicante.

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  2. the best part of the Rubicante fight is that they brought in the guy that did a joke shitpost version of the FF4 track to do an official version for the fight. the music is a literal fan made track.

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  3. A lot of savage and extreme fights require 8 people alive, because there is a lot of one raid group shot mechs if someone messes up, and having a 25% or 50% stat down for 2mins can really hurt damage on some fights with a quick enrage timer.

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  4. Running ultimate is a wipe when someone dies, even some savage it's like that due to dps checks on current release without echo buff. Speaking of dps checks even extreme has boss enrage if not met

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  5. High-level raid masters never cease to blow my mind with how good they are at picking apart and memorising mechanics. I can handle Hard, but anything Extreme past Stormblood breaks my brain.

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  6. Hey Russ,

    Just a quick overview of ressing in fights for you, its probably one of the most different approaches to wow mechanics wise you're likely to see in the game.

    You can res any player at any time if they die during a fight. All resses have a 5 second cast time though, so you really need to pick your moment, especially if you're the healer and you have other duties to attend to. There are several ways you can insta-cast a res, each caster has a buff that allows the next spell to be insta cast on a 2 min CD, and Red Mages have Dualcast so they can ping out resses pretty quickly if they need too. Once you res you are invulnerable to damage as long as you take no ACTIONS (spells, abilities, consumables, etc, you can still move) for 5 seconds so getting ressed into a damage zone isn't instant death if you time it wrong. You can however still get knocked back if someone resses you into a knockback. Casting a res costs 2500 of your 10000 mana so whilst you can do a few before you tap out, you cannot just keep ressing people back to back endlessly without going OOM.

    Once ressed you have a 2min debuff that reduces your stats by 25%, meaning you do less dmg and are generally easier to kill if you mess up again. If you do die and get ressed before this debuff is gone, you'll recieve a 50% stat reduction debuff, which makes it even harder to stay up and contributing.

    There's a shared resource called the Limit Break bar you can use as a group as well. The tank one provides a considerable dmg reduction buff (80%, used in some fights to survive instakill mechanics), the DPS one does damage (single target or AoE based on the job that uses it) and the healer one full heals and resses everyone in the party. Your healer LB is very much the panic button of the group. If shit goes totally off the rails but at least one tank and healer survive, you can still bring your entire group back from the brink with some good timing.

    I think thats about it 🙂

    Good luck on your journey,

    Kind Reagrds,

    Isa

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  7. notable things that are very useful in savage/extreme fights
    Boss cast bar -> the name of the spell they cast is usually the indicator
    Party members and your own debuffs -> in many cases those are mechanics that happen on expiration or give you weakness to certain things that you should avoid doing, sometimes the timer is various on different party members (what is also worth observing)
    LB bar (upper left corner) ->it… varies. Some fights have some moments that fill your LB bar themselves to execute tank LB3 or dps one. Sometimes the very fight's mechanic is so heavy you would prefer tank LB3 instead of executing the mechanic because its so sensitive to error. LB being ready to use and usage itself is signalized by particular sounds.
    Floor is your friend, but certainly do not need your very close inspection: YES the floor often indicates the very boundaries of mechanics. In this particular tier is also very crucial. In the first fight the very boss donut overlaps the floor lines that indicates important mechanic (you overstep, you die, and sadly the boss' donut is just slightly bigger than the floor circle), but after few tries its really not a problem.
    Boss. ->The boss shining, gesticulating, even saying some particular lines IS ALSO an indicator. I dunno about this particular fight. Sadly I skipped it, but in previous you needed to watch if the boss raises their sword or not, if the eyes are crying or not, if their hand is up or not ETC.

    Overall FF14 fights are very methodical. There is always an equation prepared by the very devs to solve it, but also it can happen the very "Party finder killers" mechanics can be solved in far easier way than developers planned.
    BUT. (If you're still reading…) FF14 is a story driven game and even if previous fights can be replayed as if you are only barely equipped to undertake them, finding a group that is willing to struggle with a fight that they can literally bruteforce with not synchronised down levels can prove to be a challenge.
    All I am saying, enjoy the game at your own pace, endgame will always be there and ultimates will ALWAYS be ultimate (cannot by unsynced ;D)

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  8. "Man wow has too many bosses with 1 shot mechanics"
    Meanwhile FF14 existing with NOTHING but 1 shot mechanics while having to decipher which of the 55 colors you're getting barraged by is the "safe color to stand in"

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  9. At 6:20 under the bosses health bar there is a yellow cast bar that shows what the boss is about to cast. The cleaves that hit each party are unavoidable, they’re aimed one at every single player so we spread so they don’t overlap. We call those proteans

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