I'm pretty sure they could have done the stacking magic damage mechanic as well, but why lose all of that HP collectively when you can just have one player survive it and then recover after? The funny thing about this strategy is that it is also an optimization for any party. Let any tank use their invuln away from the group, and heal them after. Allows healers to keep on DPSing and in the case of a WHM and AST, probably not even burn a GCD to pick the tank back up. In the case of a DRK, they pick themselves up.
i already know the healer strike is gonna see this and be like "LOOK, MORE PROOF THAT WE'RE USELESS". If anything, this just says that a bunch of BiS pentamelded super high skill players can get away without dedicated healing and meet the damage requirements without dps roles. This is nothing against healers. I still don't know why healer strikers are always looking at the rare examples of high skill players managing something super unconventional and harder after god knows how many fails, or stronger than the content was made for
Funny thing is that this is just random people I got from pf and I just told people to use their mitigations at x points We also technically did need a lot of healing tanks to make the comp work too, hence the bigger amount of paladins and warriors
Well raid damage in this game is just more of a mit check than a heal check. It's rare that you will actually see healers struggling to overcome damage output from the boss anywhere in this game, unless it's maybe one of their first times encountering the mech. To me the strike was always about how OP the healing buttons really are in a way that lets you just pre-plan them individually to handle mechs. The game fails to actually pressure healers to use their healing skills in a manner that expresses actual healing output performance skillfully. It's a combination of issues involving class design and boss design That's why you see healers say that bosses are the most fun to heal when everyone is dying left and right to messing up mechanics bc now it's an environment that is actually up to your split second decision making and skills as a healer to help the group survive.
I tried doing this. Everyone else is able to get up there except for me. Either I'm missing something due to the quality of the video which I probably blame RU-vid for, or there's a ledge that you have to turn for to make the jump.
Ayy, I unofficially called this the Tuliyollal Dock Cranes jumping puzzle, when I found this 2 weeks ago :D Dropping down behind the first crane lets you stand on a big chunk of invisible wall. And if you drop down to the left of that wall you get stuck x)
I had realization that swiftcast CD reset after I rezzed so I was like Wait a minute I can swift moonflute right before I queue too so I can swift again on sting while inside
Never knew you could do OOB stuff like this in FFXIV (aside from that one really easy La Noscea clip that got patched). I'm really curious how some of this tech works. I'm guessing self-destruct sets some sort of flag or position that gets stored in memory, and being in duty queue stops you from getting put back in bounds?
Yeah it's just wrong warping for that bit at the end where I got reloaded, the loadline isn't functional so it brought up my backup coordinates but in Old Gridania instead The self destruct is what saved my backup coordinates, basically the spot I died at in Ruby Sea happened to align with where the 1.0 botanist guild was
ahh I see. I noticed you drop into a field but you didnt hang around long enough for me to tell if it was an accessible field or not. I was more interested in the water walking spectacle!@@mimicrutix
Healer mains are occasionally inflicted with delusions of grandeur and become convinced they hold the power of life and death within their clinical, glove coated hands. When this happens, generously share with them a cake, a loaf of bread, or an AoE.
I'm guessing healer shouldn't stand between the boss and dps? As a tank main I'm usually already up on the boss, melee dps should be opposite, ranged physical and casters don't usually have stingers. I guess this is unique to red mage now that I think of it.
Backup cordinates get saved upon death, the loadline used near the end isn't meant to be accessed by players so the game gets confused when paired with the queue so it loads the backup cordinates within the game instead
@@_ThePizzaGuy_I just died repeatedly in different zones and locations and went to redo process until I got close to where I wanted. Also wrong warps only work within Gridania zones as they're the only ones with functional usually non accessible loadlines