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Competitive WoW Player Reacts To FFXIV EXTREME Raid (Golbez) 

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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: • Golbez (Extreme) PLD C...
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3 авг 2023

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Комментарии : 515   
@minuette1752
@minuette1752 9 месяцев назад
Savage raids are the true raiding experience. Ultimates are on another level. Extreme fights like this are a good way to learn.
@jsilvermist
@jsilvermist 9 месяцев назад
In a table: Normal: Casuals, start learning and relax here, you might die at first, but not hard to complete Extreme: Need some experience, shouldn't be hard to complete with a bit of knowledge Savage: Starts to get very team coordination heavy, need everyone to know their assigned places and responsibilities Ultimate: You're either insane or you enjoy suffering, if you can complete this, you have my respect
@minuette1752
@minuette1752 9 месяцев назад
@@jsilvermist Most people get extremes after a bit of practice. But yep nicely summed up.
@elua7660
@elua7660 8 месяцев назад
@@jsilvermist to be honest i would say the suffering in ultimate comes more from the people in pf that you do it with rather than the fight itself lmao
@Lyu-Phy
@Lyu-Phy 8 месяцев назад
@@elua7660 Always was, having a consistent team is the biggest mechanic.
@nathanosworth4640
@nathanosworth4640 8 месяцев назад
@@jsilvermistReason why you get something special when you finish an Ultimate :P
@Zarren_Redacted
@Zarren_Redacted 10 месяцев назад
For the mechanic at 7:45 that's what the markers in the middle are are. The knockback mechanic comes from one player who's targeted with it. They stand dead center while the rest of the party arranges themselves on the four markers based on the other mechanics. That way when people get knocked back they go to their respective corners and things resolve properly. The towers are stacks, and the two triangle markers are proximity damage aoes.
@Gamerboi99
@Gamerboi99 10 месяцев назад
TLDR; further marker explanation, difficulty explanation, and what happened that caused the near wipe. To add to the marker explanation: the tanks get the circle "no" markers, the healers get the hexagon markers. They are used for 2 mechanics. One is 'healer groups' where you have a stack marker on each healer, and need to soak it with 4 players. The other is the small blue/black ground circle, where its one tank/healer and one dps grouping up to soak those makers, which normally indicate a launch up mechanic. This fight is an 'extreme' fight, from the perspective of a PLD (paladin). There are 4 difficulty levels at end game. There is standard difficulty (what you will face while doing the main story), extreme (what you face in the harder re fights of certain bosses), savage (what you face when doing end game raiding), and ultimate (a much harder version of a raid series, sometimes multiple fights long, usually with few checkpoints, if any). There is also variant/criterion, but those have not really found their place fully yet, because they are brand new. No matter the difficulty, however, every fight in ffxiv is a puzzle. Once you know how the bits go together, doing it again is just a matter of figuring out who is which bit of it. This could have been a PF (party finder, the way you do high end content with randoms and NOT annoy people). The bit where they nearly wiped on was one puzzle piece messing up. One person did not realize they didn't have the marker that knocks everyone back on themselves, and went to the wrong spot. They were pushed with one of the large triangles (flare markers, does damage based on proximity) instead of toward the towers. The perspective we are in can see them running to try and reach the tower (which our perspective is standing on), but they do not make it. The tower needed 2 people on it to soak it.
@miamha
@miamha 10 месяцев назад
The adjust from the healer with the kb + lìne tether to save the healer who messed up their kb into tower so they could lb was heroic too.
@gh1374
@gh1374 9 месяцев назад
It sounds easy...but then during prog, the healer is sometimes not standing centre, ppl forget which towers they need to get pushed back to, or they stand abit off angle and get pushed off the arena...if there's more than two ppl dead/off arena here, party will wipe.
@hykuet6213
@hykuet6213 9 месяцев назад
when you know what debuff they will have , this will become easy T: go away flare marker/ nothing H: kncoback / nothing D: 1 go away flare marker/ 3 nothing usually, you only need to think you are A or B it is a bit hard to see whole picture, but easy when you only forcus your debuff
@TorManiak
@TorManiak 10 месяцев назад
Something I really like about FFXIV is that even though when you look at it from an outside perspective, it looks super overbearing, the effects in this game don't take away anything in mechanics and when you're in game, you'll be able to know what's going on easily despite the huge amount of spectacle.
@udiar
@udiar 10 месяцев назад
unless a red mage flashbangs your screen
@TorManiak
@TorManiak 10 месяцев назад
@@udiar True and Real, because I'm the Red Mage.
@cyanmage1
@cyanmage1 10 месяцев назад
@@udiar hey your not playing redmage right unless you are blinding your team with your style
@strawberrydialectics
@strawberrydialectics 10 месяцев назад
when i started raiding i had to turn down sfx to limited, even my own sfx. people who raid with them on fighten me 😣
@garbagebandit5934
@garbagebandit5934 10 месяцев назад
Once you get past all of the visual noise, you start to realize a lot of these scary-looking mechanics are actually pretty simple. It's usually something like "stand in your spot and then walk towards/away from the boss (sometimes with a buddy)" or "walk a lap around the boss arena, but make sure to make a pit-stop to look in a direction and/or soak an aoe when it's your turn."
@Raijin-RyuX24
@Raijin-RyuX24 9 месяцев назад
This was in my recommended. All the markers were placed by the players to identify the tanks, healers and even where to stand during certain mechanics. The screen is also zoomed out so the player can see the entire arena. Not all battles are this colorful. If you’re looking to play the story from start to current understand there are over 500 hrs of content. Enjoy and welcome to FF14.
@theragingviking9177
@theragingviking9177 9 месяцев назад
Just finished shadowbringers 5 minutes ago, so insanely good!
@cfccraig4532
@cfccraig4532 9 месяцев назад
@@theragingviking9177enjoy EW I felt it started a little slow but oh boy did it pick up and get soooo damn good 😊
@MahouSama545
@MahouSama545 9 месяцев назад
People exaggerate the hours. Yes, there is a huge amount of hours of content in the whole game. But the story is WAY less then 500 hours. I have around 900 hours, watched all cutscenes with one character till I switched in HW to another chars, played the whole story with that new char and started a new lala, which is already in HW. So no, you dont need 500 hours to finish the story, maybe 100-200 hours max. But if you wanna do everything else, like Beast Tribes, Gold Saucer, optional dungeons and all the raids, not to mention all the jobs and small extra quests, you certainly need over 500 hours.
@Raijin-RyuX24
@Raijin-RyuX24 9 месяцев назад
@@MahouSama545 I never once wrote the story was 500 hours. I wrote there was over 500 hours of content. Please don’t use selective reading when reply to people. And if you don’t understand the comment, ask for an explanation first before replying. But since we are here, the polls all suggest 500+ hours for all content through Endwalker. This includes more than just the msq.
@cynicalmanatee
@cynicalmanatee 9 месяцев назад
@@Raijin-RyuX24 to be fair, if you are talking about all content, 500 hours is a laughable number. My main toon has almost 200 days worth of play time and i am nowhere close to having done everything. Not hard to imagine someone seeing that number and think you are talking about msq only, because if you are including everything, you missed a 0
@Longlius
@Longlius 10 месяцев назад
This was a great fight even on normal. I hope we get more like this for story mode fights in Dawntrail.
@demondj0220
@demondj0220 10 месяцев назад
The red markers on the tanks that you thought were stack markers are actually tankbuster markers, with an added area-of-effect damage zone. The reason why the tanks were positioned near the front of the boss is because of the possibility of tankbusters, as well as having the tanks "swap" enmity/aggro to avoid the boss turning into the group. Extreme and Savage difficulty fights, as well as the Ultimate tier encounters, tend to have these kinds of mechanics tied with a debuff (slashing/physical vulnerability) to keep the main tank alive long enough for their timer to end before taking the boss back, hence the Shirk/Provoke combo from the tanks to get the boss back on the correct target.
@spadesart
@spadesart 10 месяцев назад
I actually really love how this game looks, I came from perfect world international instead of wow and I really appreciate that they dont just kill everything with bloom. Don’t understand that person who said it looks disgusting.
@51953bdog
@51953bdog 9 месяцев назад
I was like wow is cool and has its style but saying it looks bad is like, what?!
@MCG55SS
@MCG55SS 9 месяцев назад
maybe he just one of the WoW copium guys....only WoW is good everything else sucks. I had a friend like that with EVERY game he played if it wasn't WoW he put max of 15 hours in and claim it was boring until Shadowlands finally broke him...now he is a avid FFXIV player.
@deaconfrost796
@deaconfrost796 9 месяцев назад
@@MCG55SS haha! for sure! i think shadowlands broke a lot of people 😂 Thats when i gave up.
@SakuraShuuichi
@SakuraShuuichi 9 месяцев назад
he said it was too much fantasy, so i wonder what mmo isn't too much fantasy? certainly not wow.
@spadesart
@spadesart 9 месяцев назад
@@SakuraShuuichi isnt wow literally high fantasy 😭
@Spyrit2011
@Spyrit2011 10 месяцев назад
Raiding in FFXIV is like solving a puzzle. Phases in ultimate can be different boss mobs.
@AgentKenshin
@AgentKenshin 10 месяцев назад
Or doing math. :)
@Psybear_tv
@Psybear_tv 10 месяцев назад
Nahhhh I don’t want to do math on stream ty
@maracaegrizzley8734
@maracaegrizzley8734 9 месяцев назад
@@Psybear_tv I'm sorry. I'm so, so sorry. There's an alliance raid in Stormblood that's going to cause issues. Just remember that 1 is *not* a prime number, but 2, 3, 7, and 11 are.
@Xyrenos
@Xyrenos 9 месяцев назад
​@@maracaegrizzley8734thank god they put a robot in front of the boss that is just there to tell people what primenumbers are
@maracaegrizzley8734
@maracaegrizzley8734 9 месяцев назад
@@Xyrenos But how many people actually pause long enough to *look* at the sparkly spot when most alliance groups are already in the arena and starting the fight? Someday I actually want to be able to stop long enough to *read* everything. But nooooo, choo-choo, Alliance Train don't stop!
@SergeDuka
@SergeDuka 9 месяцев назад
I played WoW for 16 years before moving entirely to FF14. And I can tell you that every time I see a complicated fight without using any add-ons, my heart melts, and I'm ready to cry. I love it! ❤️
@deciett
@deciett 9 месяцев назад
There are timeline plugins that can announce mechanics for you, basically exactly like deadly boss mods, if you want that. And there are also radar and auto marker plugins that are a bit more morally dubious. None official, and you can get banned for discussing them in game, but they do exist.
@SergeDuka
@SergeDuka 9 месяцев назад
@@deciett Probably I wasn’t clear. The fact that there are NO plugins, add-ons, and whatever crap there is makes me extremely HAPPY! 🥰
@Kirianda
@Kirianda 9 месяцев назад
@@SergeDuka u dont need them to play any content but many many mods and plugins do exist some actually do provide some QoL that luckily SE finally decided to start implenting some of these mods into the base game, so mods existing do eventually reach non modded players officially in the game, usually in a big patch thats coming out
@SakuraShuuichi
@SakuraShuuichi 9 месяцев назад
@@deciett You don't need them for 1 and for 2 they are against the TOS and can get you banned and have gotten people banned. that being said it is a situation where they are fine with you using them just don;t talk about it, don't broadcast it, and don't use those tools to shame others with them. main reason is that the game is/was crossplay with ps3/ps4/ps5 who cannot use them easily(you have to jump through a lot of hoops that most pc players/modders wouldn't be willing to jump through)
@Cuntholz
@Cuntholz 9 месяцев назад
Ok
@justalfric8719
@justalfric8719 10 месяцев назад
the mechanic you were confused about - three players will be marked. one gets a marker that will knock all other players away from them(a healer), two will get flare markers that everyone has to spread away from, and the other 5 have to stand in the towers that have the pillars in them so the idea is everyone positions around the healer with the knockback so they are pushed into the place they should be based on the marker they received or different. healer with the knockback also takes a line aoe they have to point away from the group.
@jamescrawford4896
@jamescrawford4896 10 месяцев назад
it all comes natural after a few deaths haha, i think you'd do great in extreme/savage raids, Welcome Warrior of Light
@Psybear_tv
@Psybear_tv 10 месяцев назад
🙏 can’t wait to find out
@Rennat9002
@Rennat9002 9 месяцев назад
Yea I went from “man I really hope I don’t inconvenience anyone” to “Wtf are these idiots doing?” In about 15 pulls LOL.
@k.vn.k
@k.vn.k 9 месяцев назад
@@Rennat9002story of mine too 😅 we all starts from zero then we lead the ones that follow.
@MrJjjakey
@MrJjjakey 9 месяцев назад
A lot of everything got answered already but I just wanted to add that even in a pug group, this is exactly how a clear would look. Party Finder typically rushes to standardize strats for a fight, and with how the game is designed with very strict roles it's easier than you'd think to jump into a fight with a group you've never played with and clear content.
@NabsterHax
@NabsterHax 10 месяцев назад
I always find it fascinating watching someone unfamiliar with the game puzzle out the mechanics of current trial/raid content. I know some people find the animations to be overwhelming, but one thing FF14 does really well (with small exceptions of some earlier savage raids like coils/alexander) is very consistent telegraphing with mechanics that are introduced and taught to players as they progress through the story and each expansion, etc. And it lets them design mechanics that are very complex with a lot going on, but without being impenetrably difficult to comprehend as they're all made of the same basic components and design language. It makes raiding blind a really fun puzzle, as opposed to tedious trial and error, because you usually get all the information you need to work out what's happening and come up with a strategy the very first time you see a mechanic (though it does help to have a recording or screenshots rather than trying to do it mid-fight). And it's extremely satisfying when everyone synchs up and nails their individual responsibilities to see a complex mechanic resolve reliably when one thing going wrong can potentially wipe the group (as seen in this clip just before they're bailed out by healer LB3 haha).
@Psybear_tv
@Psybear_tv 10 месяцев назад
I’ve watched a smidge of groups figuring out mechanics when I cast for the Asphodelos pandaemonium event and I’ve also seen a little of Echo blind progging fights and it is incredibly entertaining.
@cynicalmanatee
@cynicalmanatee 9 месяцев назад
@@Psybear_tv In this fight you mentioned that there is usually progression in difficulty to mechs, the FFXIV, the "teaching" mechs exist in the normal version (The big rock, the ice wall, and the green wind stuff all show up in the normal version but slower and easier to react to). I would say about 40-50% of mechs in a Extreme/Savage Fight starts in normal just with added flare/difficulty. Which is why even if players are new to harder fights, there are still untelegraphed mechs that seem to be easily solved.
@DXDragon38
@DXDragon38 10 месяцев назад
I'd love to see a reaction to a "Omega Protocal (Ultimate)" clear. The Bosses and mechanics in this game can get insane!
@Psybear_tv
@Psybear_tv 10 месяцев назад
I’ll look into it 👀
@ewigeleiden9045
@ewigeleiden9045 10 месяцев назад
​@@Psybear_tvMuch better look to the Dragonsong Reprise. Raiders usually consider it if not the best ever but one of the greatest encounters they've seen in their lifetime mmorpg experience. SE took two years to design it and it's epicness is beyond insanity. Though, it contains major Heavensward spoilers.
@Blazingbeard
@Blazingbeard 10 месяцев назад
Yeah I agree Dragonsong War is better to look into that Omega Ultimate. But only after finishing Heavensward if of course you care about the story (I do and recommend HW stroy very much).
@DXDragon38
@DXDragon38 10 месяцев назад
@@Blazingbeard True, DSR is better, but I figured it had a bit too much spoilers, while Omega was spoiler free. If @Psybear_tv doesn't mind, he can switch to Dragonsong Reprise
@Blazingbeard
@Blazingbeard 10 месяцев назад
@@DXDragon38 good point with the spoilers! Yeah then I agree Omega is a better Ultimate to watch.
@jaron95
@jaron95 10 месяцев назад
16:35 This is a really good angle of this mechanic. The blue/white Flare markers do minimal damage to the target, but big damage to nearby players (with damage reduced based on proximity). Flare markers always need to be taken away from the rest of the raid, so they preposition to get knocked back into opposite corners that do not have the Tower soak mechanics. You can also see both Towers & sorta see how many players need to soak each one (three on the left, two on the right, marked by the pillars or the circles on the ground in each one). The reason it's uneven is because in this particular case, the knockback mechanic is centered on a player and they do not get knocked back. Instead, that person needs to stand in between the 4 waymarks placed in the middle and everyone else needs to get in the waymark that knocks toward where they need to go.
@Psybear_tv
@Psybear_tv 10 месяцев назад
Perfect yeah thanks for the assistance. Watching it back after reading comments has made it a lot easier to understand. Especially once I understood that a player is the point at which everyone is getting knocked from
@SylvSG
@SylvSG 10 месяцев назад
​@@Psybear_tv Also, most groups follow strats that are written in text format (we call them "macros" because it's just a copy pasta from known strat makers and people just put them in macros and push a button to paste it into party chat.) Which is why even with random pugs you can pull off perfect runs where everyone already knows where to go because they have pre-set locations to go. In the case of this specific mechanic, because DPS can never be the person who is the center of the knockback mechanic, the 4 DPS always get knocked Northwards (NE/NW). If the tower soak is NW, then the Flare marker guy goes NE. This is also the reason for the 1/2/3/4 square markers in the middle because the Support (Tank/Healer) with the KB marker can just stand dead center, and the others can stand in the square markers to get knockbacked perfectly into the corners. So the 3 DPS that needs to soak the tower just stands in the 4 square marker and the single DPS with the Flare marker stands in the 1 square marker. Based on the above, this also means that 3 supports get knocked south. And the 2 man soak tower is always directly opposite of the Northern one. So in this case the 1 hexagon marker Healer got KB to the wrong place, he's the one that caused the mass deaths because the SE tower wasn't soaked with 2 people. Floor markers play a huge part in FF14 strats and most strats make use of clever positioning of floor markers so that you don't need to speak a single word to anyone ever. Everyone just goes in, sees the strat being posted in chat and automatically knows what to do.
@KaedysKor
@KaedysKor 9 месяцев назад
@@Psybear_tv also, why everyone died in that second one is because one player, "L. W.", did not get knocked back into the correct corner, so the tower that the Paladin whose view you're watching from was the only one soaking a 2-player tower. The tower thus exploded and killed the group. It's actually quite rare for that mechanic to be screwed up and _not_ just straight wipe and reset the group. The fact that they had a healer survive through it to get the group rez off was very lucky.
@hkoizumi3134
@hkoizumi3134 10 месяцев назад
All those spectacles can be used as an indicator to how well others are doing in terms of DPS rotation. If you play long enough, you could see it. FF14 raid is like synchronized swimming. If one goes out of sync, you can tell and it does hurt performance.
@DatDirtyDog
@DatDirtyDog 10 месяцев назад
The way the graphics are, when you start the game can be a little jarring at first for sure, but the more you become emersed in the world the more normal it just becomes and eventually you find yourself going to a new zone and remarking on how beautiful it looks.
@Psybear_tv
@Psybear_tv 10 месяцев назад
I used to struggle with switching to new mmos because I was locked into wow’s style and I think that’s the case for many people with MMOs. Whichever one they try first is the one they resonate with and are acclimatised to. Looking forward to many hours in FF and that new graphics update!
@Baromunk
@Baromunk 10 месяцев назад
Is this something that happens specifically to people who tend to play a single game? It sounds so weird to me...
@TheDaxter11
@TheDaxter11 10 месяцев назад
I don't get the "too colourful" argument coming from what I assume is a WoW player in the chat. I played WoW for a good few years and that game has an equal amount of if not more colour than FF14.
@temisu_namisu
@temisu_namisu 10 месяцев назад
​@@Baromunkthat's what I keep wondering. If you play other games, you have to get used to different graphics and styles. Maybe it's just because these players are stuck in the mindset of "because this an MMO, if it isn't like WoW its not right". Still strange to me, though...
@grandeur7779
@grandeur7779 9 месяцев назад
its cause in wow everything is dark and gloomy in raids they dont use bright colours or visual effects also most of them dont watch the fightsd they watch theirv addons telling em when to do what @@TheDaxter11
@brennanlable
@brennanlable 10 месяцев назад
We'll be getting shareable diagrams in game soon with dawntrail! Or it could be 6.5! It'll make it easier to get everyone on the same page for mechs fast.
@trial_with_an_error9687
@trial_with_an_error9687 9 месяцев назад
6.5 is when shareable diagrams drop. It will make raiding so much more approachable.
@NBttlr
@NBttlr 10 месяцев назад
Seeing your reaction was like re-living my own transitions from WoW over to FFXIV. I still play both games, finding my own fun in either, but it's always amusing to see how much the story is retold for everyone that gravitates over. Also, as a Summoner main, I can confirm: Carbuncle is a conduit for certain spells. Initially, one can empower it to help with damage as well as give you some aspected twists of Ruin II to start. Later on, it will actually tag-out briefly with fragments of, or even Demi-variants of, Primals (elemental-ish god-like beings frequented throughout the series and bosses of this game). But for every budding Arcanist, the Carbuncle is your initial familiar and sticks with you. Hell, one can even "Egi Glamour" their other summons to just be a Carbuncle as well. (Did I mention you can have Topaz or Ruby Carbuncles as well?) If you grab it as your class of choice, I'll also inform you that Arcanist is the only experience pool to contribute to two jobs: Summoner (Magic DPS) and Scholar (Healer). So as long as you unlock both paths, contributions to one also levels the other. Might be good to shake things up if you'd like to tease out the feel of something different.
@Psybear_tv
@Psybear_tv 10 месяцев назад
Great stuff! My most recent previous FF knowledge is FFX and I loved all the summons in that. In WoW I’m a bit of a Druid guy so any shape shifting/summoning is what I’m all about. The freebie scholar seems cool but I think astrologian would probably be my healer 👀 basically summoning planets.
@GrimViridian
@GrimViridian 10 месяцев назад
I started playing summoner for carbuncle and I'm gonna level it to 50 just so I can have all carbuncles XD I love them, my current main is red mage though
@JanusZeal11
@JanusZeal11 10 месяцев назад
While this might be a static, it also might not be. Extreme pug groups form quite often, farming the weapons that the trials drop, the rare mount they drop, or just their token. After a few days to a week the strategy is mostly ironed out (though JP and EU/NA often have slightly different or extremally different strategies). And learning parties also form for the ex trials as well, so your not expected to even know the strategy when you enter one of those and an experienced member will share with the group.
@Mirranda096
@Mirranda096 9 месяцев назад
This is very true. This could easily be just a Party Finder (PF) group. The fights are largely a predetermined script with timings or HP thresholds to trigger events and there is very minimal RNG, generally who gets targetted by what, but the things that go out are identical and have a formula for who gets targetted, for instance always 1 support (tank/healer) and one DPS, which for the 2 flares, aoe push back, and 2 towers that was originally overwhelming for @Psybear_tv to see what was happening, in reality, the DPS always handle the North side of the arena, the support always handle the south side, since it's always going to be split between DPS and tanks/healers. Once you learn a fight, it's very easy to repeat with any group and doesn't actually require voice communication at all.
@Nempo13
@Nempo13 9 месяцев назад
The concept you are trying to convey is such an alien concept to WoW players that it is enough to make them 404 error out. They cannot conceive of random players coming together for difficult content. Hell, the fact people don't immediately leave a dungeon if a wipe happens is enough to make them stare in shock. There is a BIG culture shock that happens when people come to FF14. They are not used to a community that isn't toxic to one another. That actually says hello at the beginning of things, or talk at all, or even explain mechanics to new players. FF14 also does something else that causes a big culture shock, rewards players with current tier currency for helping lower level players get through older content.
@eFeXuy
@eFeXuy 9 месяцев назад
16:00 the thing with this is there are 3 mechanics happening at the same time. One player is marked with the purple arrows which push other player away (and because they are purple and not blue it means you cannot use knock back immunity to prevent been pushed), two player are marked with white arrows which are called flares, when that resolve they do proximity damage, and also in two corners there are meteor towers which need a player to stand there to take damage otherwise they do raid damage, they are 3 in one corner and 2 in the other. This gets resolved by the purple arrow player standing dead center of the room, five players stand so they get pushed into the tower corners and the two flare players stand so they get pushed into the other two corners.
@ericmorrissey9502
@ericmorrissey9502 10 месяцев назад
The rez used to get the full party was a Healers LB3 (Limit Break 3) it will rez the full party and NOT give dmg down, the down side is LB is a party wide resource and by using it as a healer means no tank (80% dmg reduction for the whole party for about 6 sec) or the range dps (aoe large dmg) or melee (very large single target dmg). Since you almost always get 1 LB3 per boss it is normally held for a melee at the end to make sure you dont hit enrage, but its held till the last 1-3% so in the event all but a healer dies you can rez and reset all players.
@IKIGAIofficial
@IKIGAIofficial 10 месяцев назад
Bro. Theres a fight where you fight multiple previous trial bosses at once. Shit gets crazy!
@WeavileShonee
@WeavileShonee 9 месяцев назад
first time watching your content, really cool to get an outside perspective on how readable the mechanics are after having stared at them too long myself lol. as a summoner main im excited for you to play the class more! welcome and hope you enjoy the game!!
@shampoobottle4565
@shampoobottle4565 9 месяцев назад
The 1 and 2 markers are for tanks (red) and healers (yellow) this helps differentiate light parties and certain mechanics that target supports. The tank markings are mostly for melees to know who their buddy is, but it's not entirely necessary to have tanks marked
@Shiirow
@Shiirow 9 месяцев назад
carbuncle really isnt a pet anymore, its more like an eikonic focus that you draw the primal aether into it, the carbuncle transforms, does an attack then channels the energy into you so you can use empowered skills based on the primal.
@Null_Experis
@Null_Experis 9 месяцев назад
The blue triangle of arrows pointing outward is a "Flare" marker, so named after Flare attacks in earlier raids. They indicate that player is about to be hit by a distance-based raidwide. The main target takes maximum damage, and everyone else takes more damage the closer they are to the target. The orange Towers in the corners indicate how many people need to soak them to prevent a heavy raidwide that might kill everyone. They'll deal non-lethal damage to the soakers, but if the flares aren't far enough, the damage from those can finish them off. Usually who goes where is decided by a priority system or who is targeted by what. In this case, the mechanic targeted 1 support with a flare, and required one to stand in the middle of the arena (they are the source of the knockback), so that leaves 2 supports for the 2 tower, and 1 dps gets the other flare, leaving 3 for the 3 towers. There's only two patterns for this mechanic, so DPS and support will know where to go depending on who has the knockback.
@whoeverwins4639
@whoeverwins4639 9 месяцев назад
The slash circles are on the tanks. 1 and 2 are the healers and when they split into light parties, people follow one or the other.
@xXDarkTyraelXx
@xXDarkTyraelXx 9 месяцев назад
Also about the phase with the push-out, 1 healer (random which one) gets this push-out marker, that person has to get to the center of the room, between the 4 markers in the middle, 1 tank and 1 DD will get a spread marker (the marker with the 3 arrows) these 2 players has to let them get pushed into an empty corner (where none of these so called "Towers" [these pillars]) are at, the remaining tank and healer who don't have a marker get pushed towards the south soak since it requires 2 players, the remaining 3 DDs get to the northern tower. also the healer who had the push-out marker will be marked after all that with a tether and will get single hitted by the boss.
@alexiosblake9804
@alexiosblake9804 9 месяцев назад
for the mechanic at 3:14 there are three things to take notice of. 1: the purple arrows at the ground. That's a push mechanic that pushes you depending how close you are to the center in the opposite direction. Can also push you off the platform. 2: the silver/gray arrows. Those are the opposite of the stack mechanic. So instead gathering and soaking up the damage you have to separate and get as far away as possible. 3: the pillars. Now those are a bit trickier, because depending on the fight you are either supposed to stand in them or you're not. In this case you are supposed to. 2 to be exact. Now the players had to position themselves so that two would each land in the pillars while the to anti stackers would land in the empty corners. As for the two that didn't move. There is a skill named arms length that can ignore certain push effects. It's one of the basic skills that every job has.
@dl88889
@dl88889 8 месяцев назад
I heckin loved this fight. Keeps you on edge the whole damn time with that epic music. Took me quite a few tries but cleared it eventually
@bucca2
@bucca2 9 месяцев назад
So I'm quite late to this, but for anybody curious: the raidwide rez is linked to the three bars in the top left labeled Limit Break. As you can see, it fills throughout the video, so you can't do a full party heal unless all 3 bars are full, and one of your healers is still up. The catches are as follows: 1. there's a brief cast time, and your healer has to stay alive throughout that cast 2. once they do the cast, the limit break is used up, and can't be used by the tank (for a massive raidwide shield) or a dps (for a big chunk of damage that often does 3-5% of damage). Why would you want the dps to use the limit break? Because 3. There's a mechanic at the end of every high-end fight called enrage, where the boss just ends the fight. So you need to be doing enough dps, all the time. If you still have lb3 at the end of the fight, the boss is nearing enrage, and it seems like you're not going to make it, a clutch DPS lb3 can save the fight. This is also why dying and relying on the healers to get you back up is not what you should be doing, because your damage debuff can mean the difference between clearing or hitting enrage at 3% of the boss's health. And regarding whether the group all knows each other/is in a call: most likely yes, but in XIV raiding, the boss always does the same sequence of mechanics. The mechanics themselves may have a variable of chance (sometimes it's fire first, other times ice is first), but day 1 prog is all about raiders learning this sequence of moves. Being in a call is still good because someone can do call-outs, but it's entirely possible for you to watch a video/read a guide and know what you're doing. Because of this, prog is about fine tuning your own reflexes and muscle memory. (That is also why the big red half-arena slash attack going twice isn't telegraphed, but the players knew what to do: this attack is always going to be the same, where he slashes one side and then the other, so you know you have to move.) I haven't played WoW, but from what I've heard about raids, enemies are always changing up attacks and usually requires plugins to assist with raiding, so that is different in XIV. (unless you're doing uwu. lol)
@VashimuXIV
@VashimuXIV 10 месяцев назад
Current extreme fights really are a good showcase of the sort of mechanics you can expect from endgame raids and the philosophy that the team dictates onto its players. Learning the tells and understanding if a mechanic involves yourself or a partner. Though even a lot of earlier extreme fights and savages on minimum item level they wear designed for put up a fight.
@Psybear_tv
@Psybear_tv 10 месяцев назад
I’m interested in seeing how fights will differ with player and group responsibilities/mechanic designs from an 8man and a 20man perspective. I’m sure with only 8 players things can be more punishing. The latest fight I progged in WoW was Echo of Neltharion and that was just weakaura hell
@jacksonjkane
@jacksonjkane 10 месяцев назад
@@Psybear_tv From what I've seen ffxiv usually requires the whole group to do more individually/group movement. Where in WoW you can designate people if there are those mechanics usually. I personally like the 8man design. It is cleaner in my perspective and I feel like I'm doing more, but the 20man is just kinda cool. Zug zug with a big group lol. There is also large group content in ffxiv! Alliance raids and some extra zones like eureka have end raids that are large, too!
@temisu_namisu
@temisu_namisu 10 месяцев назад
​@@Psybear_tv Always keep in mind the generation that the content was designed for/released in. Analysed that way is quite interesting from a development perspective. I presume this is the same with WoW, in that older expac content feels like it has certain design philosophies and that those changes with each iteration. The same is true here (though mechanic markers have been back ported into older content to maintain common language).
@6Epigone9
@6Epigone9 8 месяцев назад
@Psybear, you probably know how the knockback works by now, but just in case. The kb is dead center of the stage, and you position your character with the center to get kb'ed to where you wanna go. So if i wanted the top right corner, I'm going to slightly position myself in that direction before it goes off to be pushed in that direction while still being close to center.
@dragonspirit996
@dragonspirit996 10 месяцев назад
You mentioned you're excited to play with carbuncle on summoner. I don't know if anyone has mentioned this but you can cosmetically turn every summon into carbuncle if you want to (summon glamours) so its completely feasible to play with carbuncle as your main man ^^ Extremes are a intermediate content level. They're intended to be easily farmable once you learn them for their mount drops. Basically it goes in terms of easy to hard: Normal dungeons, normal trials, normal raids, alliance raids (the 24 man raids), hard dungeons (which they don't have new ones of recently), hard trials (same as hard dungeons), extreme trials, savage raids, ultimate raids (which are completely new content boss rushes where the fight can be upwards of 30 min long with no mistakes, the hardest battle content in the game). There are some other modes (variant and criterion dungeons, etc.) that fall in the middle of the scale, but I listed the major ones Our scholar in my raid group (the healer counterpart to summoner) uses a ruby carbuncle glamour over his fairy. We recieve healing from Uncle Buncle ;p Also, while some jobs have slight advantages in whatever current patch, overall every job is decently well balanced and feasible to play in even the highest level content. Pick whichever you like, it won't be a big issue ^^
@ProfNekko
@ProfNekko 8 месяцев назад
what makes these fights so adaptable is that a lot of mechanics use similar markers to help determine what the mechanic will do. This makes people have a much easier time adapting to. down pointing Arrow pointing into a cross/line : stack mechanic, splits damage among those hit. If the arrow is pointing to a cross target it's a circular AoE and if it's pointing to a line of arrows it's a line AoE red/black striped circle around a target: tankbuster effect, does heavy damage to the tank/anyone near them. Pulsing purple circle: Proximity AoE. Does more damage the closer to the center of the circle you are. 3 arrows pointing out of a target to make a triangle: flare AoE, it's a proximity bomb that targets players, just make your distance from the marked guy to take less damage. directional arrows on floor: push effect. You get pushed in the direction the arrows point. Sometimes mechanics will get shoved too so be careful. glowing purple/blue circle: A knockback effect that triggers from the circle. standing in the purple circle itself when teh AoE goes off is an instant death so you have to stand at the edges. yellow/black striped squares: line tankbuster. Tanks just need to not have the raid behind them. Glowing eye: glare mechanic, don't look. Those are most of them, can't remember if I got all but once you understand the markers people can pick up and fight bosses they've never even encountered before and have a general idea how to beat them
@sparemobius7430
@sparemobius7430 10 месяцев назад
15:13 Golbez is the boss (he is from FF4) Extreme or EX just means it is the hard mode fight you get after clearing it normally in story, PLD is Paladin, the tank it centers on.
@Blazingbeard
@Blazingbeard 10 месяцев назад
This is an extreme trial. In difficulty terms it scales like this: Normal content Extreme 8 man trials Savage 8 man Raids Ultimate 8 man Raids So you could say this is hard and challenging. But most hardcore raiders that do the most difficult content can blind prog this in a couple of tries.
@Psybear_tv
@Psybear_tv 10 месяцев назад
Yeah sort of a heroic raid equivalent (compared to WoW). I’d love to try the mythic level equivalent one day soon
@ninjalega
@ninjalega 10 месяцев назад
​@@Psybear_tvMiddle part of heroic i would say. Forget extremes and savages, i'm curious what you will think about ultimates sooner or later
@Psybear_tv
@Psybear_tv 10 месяцев назад
Yeah I was to check out some ultimates asap!
@thegallantrayku2677
@thegallantrayku2677 10 месяцев назад
They even have 4 man savage dungeons, a 56-man savage dungeon, 24-man normal raids,
@tjl9458
@tjl9458 10 месяцев назад
@@Psybear_tv The easiest Ultimate is known as Ultima Weapon Ultimate (aka UWU). Although, there's one mechanic that will likely be almost impossible to figure out if you don't know what to look for. Now that people aren't doing it blind, the mechanic is straightforward to do (for the most part), but discovering it was difficult. Unless you know to look for it, you likely won't see it. The next hardest is probably the first one, Unending Coil of Bahamut Ultimate (aka UCoB). That one doesn't have the puzzle mechanics of UWU so it should be easier to read. The funny thing is that now that they're expanding the free trial to Stormblood, it will be entirely possible to do both of these Ultimates on the free trial if you can find a group for them. There's three more Ultimates past those two, known by the abbreviations of TEA, DSR, and TOP. I don't recommend that you watch DSR until you finish Heavensward because it's based on that and has story spoilers. TEA and TOP are based on the 8-man raid series from Heavensward and Stormblood respectively.
@TsukiShira23
@TsukiShira23 9 месяцев назад
Good thing is, if you like carbuncle, you can still glamour your 3 main egis to be a ruby,emerald,or topaz carbuncle
@ZianaSue
@ZianaSue 9 месяцев назад
FYI, party member classes (in order) according to the list on screen at the beginning of the video: Tanks (blue): paladin, warrior Healers (green): white mage, sage DPS (red): samari, reaper, machinist, summoner
@adamosborne9440
@adamosborne9440 10 месяцев назад
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.
@Psybear_tv
@Psybear_tv 10 месяцев назад
That all sounds incredible. Particularly interested in the Criterion as I’m a big m+ guy myself. Thanks for the info, very helpful!
@Skyztamer
@Skyztamer 10 месяцев назад
@@Psybear_tv Below criterion dungeons is another difficulty called variant. These can be soloed as any job; no matter if you're a tank, healer, or DPS. In addition to your standard kit, you'll be given the choice of two extra abilities that are meant to compensate for missing roles (ex: tanks can take the strong heal/regen and strong damage over time ability. Although the options for criterion savage are more limited). I think so far they're a good attempt at midcore content. The difficulty gap between normal and extreme is quite large; so variant is a nice middle ground. Criterion is nice too because its extreme difficulty content for a smaller group of players.
@MrRaposaum
@MrRaposaum 8 месяцев назад
Cool video and commentary! You got most things on the spot! Btw "Static" would mean the same as "fixed group". They may get people from the Party Finder (the "dungeon finder" tool of the game) if a core member is not present or if the spot is not yet fulfilled, hence the core members are always there so they are "static".
@jankanpo
@jankanpo 9 месяцев назад
if you want a gauge on difficulty it's Normal (story) Extreme (hard mode) Savage / Criterion Ultimate extremes can be done within a day blind prog in pug groups savage is usually world progged within 4 days of it releasing blind with a hardcore static (premade groups) ultimates can take a full week to blind prog, usually a 15-20 minute fight where you cannot make mistakes at time of release but becomes way easier as new ilvl raid food/pots/gear come out, but they usually take 80-200 hours to clear depending on group and fight
@PastaTime88
@PastaTime88 10 месяцев назад
so the big purple ring thats pulsing is a knockback around the player with the marker, so they run to the middle, where you position yourself will be knock backed in that direction, so the players with the silver marker are on opposite corners and the remaining players try to get knockbacked into the towers
@SkilledLegend
@SkilledLegend 9 месяцев назад
Something’s that actually make this fight hard that you didn’t see them mess up on is that the circles the dragon did (big and small) matter. If he does the big circle after the mechanics you have to stay inside his hit box and he does a swing to the outside before you spread with all the circles and if he does the small circle you have to get the hell away from him before stacking and then moving from the room swipes left and right. Also the blue circles with squares swirling around them around individual players if someone doesn’t stack on you you instantly die. If you get hit by the meteors around the outside you get a magic damage vulnerability which will kill you instantly the next time he does his ice aoe which is quite often. So it’s quite hard if you don’t know the “dance”
@immersion9880
@immersion9880 10 месяцев назад
The great thing is you don’t have to wait till endgame to raid. You can participate in the raid series after each expansion. And, as a streamer, you shouldn’t have a problem getting a group for Coils of Bahamut: the first raid series.
@AltinaXIV
@AltinaXIV 10 месяцев назад
I don't recommend this - these really didn't age well. Maybe start with Omega if you want a good idea of how raids go before hitting endgame
@CmonstahxD
@CmonstahxD 10 месяцев назад
@@AltinaXIV i second this, definitely dont start with coils its janky af.
@sterlingcox4502
@sterlingcox4502 10 месяцев назад
i think he is right why not give Coils a shot!!!
@AltinaXIV
@AltinaXIV 10 месяцев назад
@@sterlingcox4502 I mean, you can just know that it doesn't align with the current raiding experience at all
@sterlingcox4502
@sterlingcox4502 10 месяцев назад
@@AltinaXIV its a staple i think everyone should try at first going into the game
@ckwi2245
@ckwi2245 9 месяцев назад
Quick Difficulty Rundown... Easiest to Hardest at Level Cap (Currently 90) it would be Dungeon {4 Man}> (Normal) Trial {8M}> (Normal) Raid {8M}> Alliance Raid {24m} > (Extreme) Trial {8M} [This One falls here] > (Savage) Raid {8M} > (Ultimate) Raid {8m} Roughly Speaking, Extreme Trials is the gateway point between Casual and Hardcore content, it's easy enough that a large percentage of players could complete it when it's current, but hard enough that it won't be one shot by PUGs day 1. Side Notes: You could debate the placement of Normal Trials, Normal Raids, and Alliance Raids but they would still sit between there and Extreme Trials. As a whole though you can't really accurately place all 3 as they vary enough between each one that using specific examples could easily bounce their placements around. But all of them can be cleared by PUGs day 1, just the community eats up a lot more of the timer generally, and some of them are known to fail/wipe from time to time in the early days/weeks since they will occasionally have a boss that's quite tricky to get the "dance" down for, looking at Ozma in the Heavensward Alliance Raid. Edit: Criterion Dungeons and their 3 difficulties of Normal, Another, and Savage, not 100% sure on where they place, but Normal is bit harder than a Dungeon, Another is probably just below Extreme Trials, and Savage not sure on given that encounter wise it's similar to a harder Extreme Trial to a mid Savage Raid tier but it has some extra restrictions that may put it a bit higher up. Rez restrictions, a timer, etc.
@CrazlikaFoX3
@CrazlikaFoX3 9 месяцев назад
16:41--I can actually explain what everyone was going for plus what went wrong and caused their near-wipe. -Kallian Xavalien: K.X. (The Sage, 2-Marker) had the Knockback marker (purple outward arrows) targeting them--this means they'd need to stand directly in the center to allow everyone else to get knocked back exactly where they need to go correctly. -Qirou Reignt: Q.R. (The Warrior, Ignore1-Marker) had one of the two proximity-based markers (white lock-on) and was aiming to get pushed to the southwest empty corner away from everyone. -Orpheus Raze: O.R. (The Summoner) had the other proximity-based marker (white lock-on) and was aiming to get pushed to the northeast corner away from everyone as well. -The three remaining DPS; Albert Ogden: A.O. (The Samurai), Mia Anne: M.A. (The Reaper), and Lavena Wayne: L.W. (The Machinist) were aiming to get pushed to the northwest corner together where the three towers required three players to soak the damage. -This left Asteria Edelfelt: A.E (The Paladin, Ignore2-Marker) and Llyona Woodhunter: L.W. (The White Mage, 1-Marker) to get pushed into the southeast two towers to soak that damage together. So what went wrong? If you notice at around 16:50, after the knockback went off and everyone went flying outward, L.W. (The White Mage, 1-Marker) was not standing with A.E. (The Paladin, Ignore2-Marker) in the southeast two tower location like they were supposed to; they got launched to northeast and the party nearly died as a result. But if we go back even further, you'll notice their peculiar displacement wasn't actually their fault. At 16:44 you'll notice K.X. (The Sage, 2-Marker), the person marked with the Knockback marker whose supposed to stand still in the center of the arena, actually briefly moves southward (for some strange reason) and fails to recenter themself proper by the time the knockback goes off--redirecting L.W. (The White Mage, 1-Marker)'s otherwise perfect placement to the completely wrong direction--causing them to miss soaking the southeast two-tower, leading to a near-wipe scenario. Back to 16:50--you'll also notice K.X. (The Sage, 2-Marker) receives a thin, gold tether from the dragon after it crashes down on everyone (causing the knockback)--this means the center person is meant to direct the oncoming damage from the dragon's dash away from everyone else--it looks like they tried to direct it southward specifically. Then they'd simply have to mitigate/healcheck through the damage, but their HP was already so low from having messed up the knockback-to-tower mechs that they didn't have time to survive the hit. tl;dr: Everyone nearly died there because K.X. the Sage didn't sit still with the knockback marker at the exact wrong moment. (Based on their movements, they may have been playing with joystick and accidentally hit it when they didn't mean to--or moved too soon in anticipation for the dragon's tether. Hard to say, but my heart goes out to them.) Thankfully, L.W. the White Mage raised everyone with the Healer LB3 and the party carried on! GG!
@TheImpolitelad
@TheImpolitelad 9 месяцев назад
8:20 - One player gets a massive knockback., that is the light fan of arrows ont he ground. They sit middle. 2 people get "Flares" which are the big point arrows, they mean to get the hell away from them. They ride the knockback to the corners without soaks. The pillars on the 2 corners are soaks. The number of pillars is the number of players that need to be in it. 9:00 - Normal fights in FF14 work that way in general. Each step up in difficulty is a completely different fight. Some mechanics will still follow that hand hold rule, others will nuke the rule book, give you the finger, and laugh as you try to figure it out. Learning the fight is just as much of the experience as completing it. 9:50 - Those markers are player placed, no addons to do it mid fight like DBM. Most mechnics follow the basic markers you see for like stacks and stuff, with ofcourse the higher difficulties throwing out those markers that teach you what to do. A great example is at 10:25 where the tank buster from before is now a 2 group soak, the markers on player heads is the group soak assignments. 15:20 - As new content, probably an organized group. But by the time you are watching it this is a standard group finder farm group. You gotta understand that the average FF14 raider is miles ahead of the average wow player in terms of mechnical skill because the game does an excellent job of training people to do fight and has mountains of content to do outside of raid. Meaning the only opeople that actively raid maintain a base level of competence much higher than the typical wow pug. Simply put, only people that actually want to be there are, not people that have nothing else to do and feel forced. Limsa catgirls with 0 raid skill arent going to even try to queue for your farm group that is downing this boss 5-10 times in a row, they are going to sit in limsa and look pretty because that is a fully realized pillar of content. VS every person with the pysical apptitude to press "Create new evoker" clamoring to get into every single raid group they can find to try to get the new lego because they feel like the class is unplayable without it and every type of content demands it. 18:10 - You get a damage debuff for 2 min when you die, if you die again with teh defuff it doubles it. 19:20 - This is basically a heroic fight. Normal is Normal, Extreme is Heroic, Savage is Mythic, Ultimate can only be categorized as "an experience". Like what if the Sylvanas fight was like soul shatteringly good. And still 20 mins.
@armanightrealm4217
@armanightrealm4217 9 месяцев назад
I’ve been looking for the boss cast meter, like “where is it?” Because you kind of memorizing the animation, what’s the skill name, and such because there’s a lot of mechanic that have similar name but different way to solve it and the same goes for the animation and FFXIV always have the rule of thumb for pairs and stack depending on the situations, so it’s already like auto movement (at least for me :”D)
@BananaMellor
@BananaMellor 10 месяцев назад
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.
@Psybear_tv
@Psybear_tv 10 месяцев назад
That makes this a lot easier to understand. Especially the group wide battle res. I was still confused about that part. Thanks for all the good info 👍
@TorManiak
@TorManiak 10 месяцев назад
To add to that last mech fail late in the fight, the other party member supposed to be with the Paladin on the Tower, alongside one other that was supposed to be knocked to the other side where the other tower is, were placed in such a way that they were knocked into the spread marker (the giant grey triangle marker during the knockout mechanic, you want to stay as far as possible from it as you might've guessed), so even if the party did survive the faile mechanic, those 2 would've died regardless because of the amount of damage piled up from both the failed mechanic and the higher damage given by their position relative to the spread marker.
@tjl9458
@tjl9458 10 месяцев назад
@@Psybear_tv In FFXIV, there's a party wide shared resource called Limit Break and it's from one to three bars. If everything goes well, a melee DPS uses the Limit Break at 3 bars (LB3) which will do a few percent damage on its own. Melee is always single target damage and does the most damage. Ranged physical (e.g., Bards) is AoE damage in a long line so it's useful when you have two bosses widely spread but it's less damage on each target. Casters is also AoE, but it's in a big circle. It's slightly more damage than ranged physical, but not by much. Tanks is always damage mitigation. LB3 is 80% damage reduction and is used to either make it possible to survive a mechanic (which happens in some fights) or it's used to cheese a mechanic. Healers is a heal and is mostly useless, but a healer LB3 is a full party wide rez. All people rezzed have no weakness debuffs and have full health and MP. However, they're rezzed in the spot they died so if they're in a death wall, they will immediately die again. It doesn't apply in this fight, but does in many others. In PUGs, you generally leave LB3 until the last minute (e.g., less than 5% left) just in case the healer needs to use LB3 like they did here. If it's a coordinated group that knows the fight well and has it on farm, you use it early on melee and you might enough LB generation for an LB1 by the end. I've cleared some raid bosses where the DPS check was tight by doing this.
@user-ju1nz3sh9b
@user-ju1nz3sh9b 9 месяцев назад
To explain golbez ex meteor/tower mechanic. Dps are -always- knocked back north, while tanks and healers are -always- knocked back south. One healer will be targeted with the knockback marker (purple arrows going out) they stand in the middle of the arena. One support player and one dps player will be marked with a flare marker (three arrows pushing out, indicating spread). These two players will need to be knocked back in their respective direction and -outside- of the towers. People with nada get knocked back to towers. These people may or may have not known each other. In extreme fights we set up clock spots and light parties to indicate where everyone should go for spreads and stacks. Hope this helped explain!
@Leifthrasir
@Leifthrasir 9 месяцев назад
Some people complain about the big flashy effects. If it's because they find them too distracting, that is just part of what makes the fight difficult. If you can't learn to know what to ignore and what to pay attention to then good luck!
@NoreoNC
@NoreoNC 10 месяцев назад
You can even replay all the old extreme/savage/ultimate fights too since there is level sync and min ilvl settings for all of them :D
@Psybear_tv
@Psybear_tv 10 месяцев назад
That’s the plan but I’m scared 😳
@NoreoNC
@NoreoNC 10 месяцев назад
@@Psybear_tv dont worry u got this champ 💪
@valyannadraconis7778
@valyannadraconis7778 10 месяцев назад
I love knowing the fact that i can tell some people in his chat are just WoW Andy's complaining about everything they can for no reason... just be happy there are other good MMORPG's out there... Competition in the industry will only make you perspective games better as companies try to improve over the others. It's GOOD for the consumers.
@Psybear_tv
@Psybear_tv 10 месяцев назад
Absolutely agree with competition being good for everyone. I think what YoshiP and FFXIV devs are doing is great! Excited to start Dawntrail fresh with everyone!
@sorinsnow3232
@sorinsnow3232 10 месяцев назад
15:50 not quite from the boss no, everyones getting pushed away from the center and then after that push, away from the 2 with the blue arrow push markers, thats what the 4 numbered square marks in the center are for, the push marker peeps go alone into the diagonal squares from eachother that line up to the empty corners and everyone else splits to the 2 squares in the quadrants with the towers that need soaking so they get pushed into the towers just in time, also, as the initial push mechanic is purple rather than orange, you cant resist it with your oGCD anti push button so you have to take it
@FieryFoxGirl
@FieryFoxGirl 9 месяцев назад
Oh man, genuinely looking forward to watching you get into ffxiv. You'll be a good gamer and you have a good head and heart. Enjoy your journey :) I'll be looking for your new videos as they come out!
@Psybear_tv
@Psybear_tv 9 месяцев назад
Thank you, Fiery I’m really looking forward to delving further into the game! Look out for my video tomorrow it’ll be looking at a criterion!
@gonoki888
@gonoki888 10 месяцев назад
8:00 I havent played the game for a year so I dont really know how exactly they do this. But in most of the raid, we already decided which goes to where. For this mechanic, from the looks of it, 2 people will get the flare marker (the one where you have to stay away from the party), and the rest have to soak. On the 2 flare marker, 1 Tank and 1 DPS got it. In FFXIV, usually the marker goes to either Tank/Healer (4 players) or DPS (the other 4 players). So for this, maybe they already decided that if the Tank or Healer got the flare marker, they go to the north part, and south for DPS.
@tjl9458
@tjl9458 10 месяцев назад
In this fight, a healer always gets the knockback marker (the purple marker in the centre) and they move to dead centre so people get knocked in the right directions. A single tank/healer and a single DPS get the flare markers, so they position in two of the markers around the centre to get knocked into the empty corner. So, now you have 3 DPS and 2 tanks/healers who have no markers. The South is always a two person tower to be soaked and the North is always a three person tower. So, as a DPS you'd always get knocked north and the tanks/healers always get knocked south. So, you were close. It was just reversed.
@pentagonofpeople
@pentagonofpeople 9 месяцев назад
Some things that you didn't quite seem to get: First of all, not specific to this fight: Statics are specifically player-made groups that do high-end content together. The ingame terms are full party for 8man, light party for 4man, and alliance for 24man. There are also multiple tiers of challenge content. In order of easier to hardest it goes extreme>savage>ultimate (And on the side there's unreal, which are only available for so long before they cycle out; as well as critereon which are 4man dungeons as opposed to 8man boss fights), so this is one of the easier fights in that regard, though still something that players are expected to puzzle through in order to earn their rewards 6:15 You have to pay attention to his aura here as it'll tell you what mechanic gets added to the next moon attack 6:30 Here he does three tankbusters in a row, with each tankbuster giving you a stack of a debuff. The individual stacks do nothing, but if you reach three stacks you die instantly, so the offtank has to pull aggro for 1 or 2 attacks 7:00 The lesser wall of this fight: double meteors. The markers where it's three big arrows pointing out are called flare markers. The closer you are to somebody with a flare, the more damage you'll take. Here, one is put on a dps, and another on a not-dps (or support, if you prefer). Another non-dps will have a big purple knockback marker, they have to stand in the exact middle, as everybody else will be knocked back from them. The dps without a marker get knocked towards the three grouped towers (literally just called towers. If nobody is standing in the tower's area when it expires then they deal big raidwide damage) to the north, likewise with the unmarked supports going to the two southern towers, the dps flare goes to the empty north corner, and the support flare goes to the southern empty corner. Then the boss shoots a laser at the person that had the knockback marker, just for good measure. If anybody is out of place then everybody dies, but there is a decent amount of time to adjust yourself before and after the knockback 10:00 The smallish white circles attached to a couple players are called "enumeration" and you need to have exactly two people per circle or else everybody in the circle dies. Also if you get clipped by any of those sequential AoEs that are going on at the same time they give you a debuff that will make the enumeration kill you even if you have the right number of people 12:30 The main wall of this fight: Gales 2. On top of everything that happened at the vid's 4 minute mark, you also have to do enumerations (Each dps is paired up with a specific support to coordinate this) AND lightparties (Split the 8 players into two groups of four, each one attached to a specific one of the healers). Written like this it sounds like less than the double meteors, but playing through it there's MUCH more to keep track of. Meteors you just have to find your spot once. With Gales 2 it's 7 things over the course of like 10 seconds (the four waves of orbs, the icewall, the pairs, and the parties) and just when you begin to celebrate finally doing it correctly, it's immediately followed by the moon blade
@williamgrunzweig571
@williamgrunzweig571 8 месяцев назад
The music is the exact music from ff2(ff4 japan). This is cecils brother, the dark knight with his dark dragon. They look just like the dragons from ff2 on the moon. The snes release is the only one to play.
@lucenttehmang
@lucenttehmang 10 месяцев назад
Looking forward to your stream on Monday!
@Psybear_tv
@Psybear_tv 10 месяцев назад
🙏
@kenziemeo2000
@kenziemeo2000 9 месяцев назад
Love the golbez fight. I always enjoy watching WoW players look at ffxiv. It's fun. The gales which are the dudes for n,w,s,e; you'll always look at the order in that form. 1 and 3 are your important ones to know where to position next. That will always be the important positioning. At 4.45 i think in your vid to tell who goes where. Usually it is 3 random dps that get no flare and they soak the 3 towers. 1 tank and 1 healer will soak the 2 towers. And one dps and 1 tank or healer get the blue flares and go away from towers and all stack in the middle to be pushed. I love that mechanic. Granted the savage raid are very much enjoyable as well. You can easily turn most of the flashy things down a bit and it never really bothers anyone. You get used to it in a sense. Thanks for sharing was much fun to watch. :)
@Theheadless1858
@Theheadless1858 10 месяцев назад
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.
@Psybear_tv
@Psybear_tv 10 месяцев назад
That’s the big thing I’m not considering. Executing this fight (and all the others!) whilst still trying to maximise dps. That’ll be the fun part 😎
@castoputa
@castoputa 10 месяцев назад
Hector Hectorson is the person that broadcasts the most popular guides btw, most people in party finder use his guides, but I think you’ll have no problem getting groups together, I think you’ll enjoy the fights of the game from watching how you see what is happening very clearly. I hope you enjoy your journey into the game, the beginning is a jolt but the ending is unparalleled in its medium.
@Theatricbandit
@Theatricbandit 10 месяцев назад
The fact you're able to see past the huge animation of different attacks and read most of the mechanics I think will make for great FF14 raiding for you, or at least something you can probably appreciate, especially since a majority of the mechanics you will see in earlier content or even the normal mode of this fight. FF likes over the top animation at times, but will make sure you see what you need to see in order to resolve a mechanic or do something important. Enjoy your time in Eorzea, take your time and enjoy the journey, I'd recommend trying not to rush and miss out on what the game offers, especially if you're into a good long term story.
@tibeautgo1700
@tibeautgo1700 10 месяцев назад
I have been doing this raid myself, the knockback mechanic everyone gets a random part, a tank takes a 3 arrow, a healer takes the knockback, and a dps gets the 2nd arrow, the rest fill towers. You want to align with the 4 middle squares and knockback in middle. He 3 arrows pointing outwards are flares, its a signal that a large aoe will hit that player, so they want to be away from others, thats also why they go away from others
@nozomikei5251
@nozomikei5251 9 месяцев назад
The readability of the fight is definitely helped by everyone knowing what they're doing and executing things with few mistakes. It's a lot more wild when people are learning and frantically scrambling to react! XD
@Darkdestro
@Darkdestro 10 месяцев назад
bit late but psy if u check the floor at 7:39 of vid it shows in purple arrows that itz a pushback mechanic, so they gotta check where to go,
@Phnxkon
@Phnxkon 9 месяцев назад
The three arrows are flares you don't want to be near them so the people with those go away from the pillars that need to be soaked. The knock back radiates from the center of the room and that's what the ground markers are for.
@TheBongReyes
@TheBongReyes 10 месяцев назад
I smiled when that one person in chat said FFXIV is “too fantasy”. I’ll assume that person is a WoW player. That said, WoW is a fantasy game. Based off a fantasy IP. To me, WoW is as colorful as FFXIV. Different use of colors but both are very colorful.
@scottwagner2566
@scottwagner2566 10 месяцев назад
How dare a game called "Final Fantasy" be fantasy? What were they thinking?
@Shiirow
@Shiirow 9 месяцев назад
thats the funny thing about WoW players, most are oblivious to the obvious. they say its too fantasy, while wow is heavily in the fantasy. they say its anime, while wow is practically a shounen anime MMO, i mean youve killed two entire bosses with Goku Kamehameha's, you dont get more shounen than that, and you had entire expansion that literally the first story arc from Bleach, along with a bald Aizen. they say its furry, while wow has 1/3 of the race options in the game fall squarely under furry territory.
@dematar
@dematar 10 месяцев назад
For thr knockback mechanic, 1 healer will receive the knockback marker, they'll stand in the middle of the arena. Then 1 tank or the other healer gets the flare marker (3 arrows) while one dps also gets the flare marker for a total of two flares. At the same time, two soak towers appear in opposite corners. One tower requires 3 people to soak, the other only needs 2. The players with the flare markers take up positions to be knocked back, but away from the towers. The 3 dps who dont have the flare marker position to get knocked into the tower needing 3 players, while the tank/healer who dont have the marker does the same for the 2 person tower. Knock back goes off, throwing everyone but the the healer with knockback towards a corner. If evwryone positioned right, the mechanic is almost self resolving, but if not you'll have a few secs to adjust your position after knockback. Finally the boss will then target the healer in the middle of arena with a wide line aoe that needs to be baited through the middle of the arena to avoid hitting anyone who was knocked back.
@MinimyoCaly
@MinimyoCaly 9 месяцев назад
The direction of the push depends on how you position your character
@MrRaposaum
@MrRaposaum 8 месяцев назад
The video doesn't show the player entering the instance. so we don't know if this is a group of people fixed in a "static" and on communication on Discord. It can be as well a group made entirely of people who got together on the "raid finder" tool of the game. Then as to "how people know who goes where": Before putting the marks down and pulling the boss, the raid leader would put those markers on the player-spawn side of the arena and people would move around them to determine all of these things, such as who is group 1 and 2, who is main tank and off-tank and where to go in all mechanics. If the Party-Finder tool was set in it's description as a clear group (and not a progression or learning group) then it is expected that everyone going in both knows what to do and is mentally prepared to do it without any hand-holding. Most videos uploaded of boss fights will be of full groups who are ready to clear.
@CalamitasDeus
@CalamitasDeus 9 месяцев назад
Just to kindly fill in stuff you don't know... Job icons are color-coded according to role. From the top down, you have a paladin, warrior, white mage, sage, samurai, reaper, machinist, and summoner. The raid you're thinking of is the Unending Coil of Bahamut (Ultimate). Your chat told you, but those red markers were AoE tank breakers, hence the defensive abilities used in response. The three sword slams is also a tank breaker, but this one the tanks swapped so the third hit wouldn't kill the warrior. If you check the status indicators on the party list, the warrior has a purple mark with 2 and the paladin has the same mark with 1. To tell who's going where, you just need to know the origin point of the knockback. That's easy: dead center. The players who got hit with meteors had what we call "flare markers" on them, indicating you don't want to be near them. The pillars were an indication of how many players were needed to soak that. Therefore, flares go to opposite non-pillar corners and three players each go to the pillar corners. To do that, everyone simply stands near, but not on, the center of the map so the knockback puts them where they need to be. While trying to figure out the knockback/pillar mechanic, you indicated the marks on the players. Those we usually use just to keep track of the tanks and healers. We do that because we often have mechanics that target that role specifically. Carbuncle is necessary for summoners in this game. Basically, we're the burst phase mage. Having Carbuncle out lets us do our other summons, which trade out with Carbuncle temporarily. We channel a dragon first, who stays out to attack alongside us. After that, we have three other summons who come out, do a move, then leave, and we temporarily channel their power. Then we get a firebird, who stays out like the dragon does. Finally, the other three summons again. We have a limited amount of time to use each channel/summon, so we have to keep in mind which summon to use when during a fight. You don't have to be a coordinated group on Discord or something. Usually, there's some discussion before you actually pull. If you die, you come back with Weakness, a 25% drop in your main stats like Strength. If you die while you have Weakness, you come back with a 50% drop called Brink of Death. Red mage is great! In terms of difficulty level, Extreme trials are at the bottom, Savage raids are harder and considered the main combat endgame, and Ultimate raids are for those who truly wish to test their mettle.
@SoulTheWhiteAngel
@SoulTheWhiteAngel 10 месяцев назад
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.
@SoulTheWhiteAngel
@SoulTheWhiteAngel 10 месяцев назад
You should check out the full list of limit breaks there is unique animations for each lvl 3 for each class
@Psybear_tv
@Psybear_tv 10 месяцев назад
Great info thank you! I did read the title like 😵‍💫
@SoulTheWhiteAngel
@SoulTheWhiteAngel 10 месяцев назад
@@Psybear_tv no worries! Glad i could help! Also if you want the video i recommended (for limit breaks i could find it and link here)
@KaminaX5
@KaminaX5 10 месяцев назад
Its astonishing to me that anyone would say FF14 looks like.....bad? Like compared to WoW its so much better and its not even close lol.
@Psybear_tv
@Psybear_tv 10 месяцев назад
I can understand the difference in graphics mainly because FF isn’t stylised so it shows it’s age a little more. I watched the Dawntrail keynote which got me hyped! And the new graphics updates look great! I think your eyes get used to it.
@TorManiak
@TorManiak 10 месяцев назад
​​@@Psybear_tvI'd say that FFXIV does have stylized graphics, though it's a lot more muted than WoW's. You can see the difference if you compare it and other Final Fantasy games to games that actually push for graphics rather than style. You'd see the character faces and the overall feel is more akin to Anime than anything else. What mostly looks bad in it is the lighting though, because the devs had to remake the entire game in like 1 or 2 years after 1.0 was a massive failure, and many things have been overlooked during development, including that. Thankfully the Graphics update coming in the next expansion coming next summer is going to fix that.
@the-CCLemon
@the-CCLemon 10 месяцев назад
A lot of my friends say the game looks like 'second life' or the Sims when I stream it in discord 😂 I think it grows on people when they play it though. The word 'disgusting' was a bit much tho.
@GodOfWar187
@GodOfWar187 10 месяцев назад
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.
@Psybear_tv
@Psybear_tv 10 месяцев назад
As long as people are watching the stream then I want to read and digest everything. I’ve got a notepad ready and everything!
@sparemobius7430
@sparemobius7430 10 месяцев назад
19:03 Red Mage is a lot of fun, very mobile mage. They are not the biggest damage, but the fact that they literally get every other cast as an insta cast, is pretty cool. They also have a mini heal, okay for an emergency I guess, but that instant res available pretty much whenever is where it is at, will kill your MP though. Other than that you will most of the time be alternating between white and black spells to balance your mechanics, then jump in with your rapier, insult the enemy with some witty retort, and go ham for a bit in melee, hop out and repeat.
@AriVHeals
@AriVHeals 10 месяцев назад
At some point that I can't remember, you can use a command to just have your carbuncle out permanently instead of the other summons.
@Shiirow
@Shiirow 9 месяцев назад
the other pet summons no longer exist in the game, its all carbuncles, but you can use egi glamour to make the carbuncle look different. the only time the primals come out is when you summon them. they do a big bada boom then turn back into the carbuncle. SMN is not longer really a pet job. the carbuncle is used solely as a temporary conduit for the primals.
@eepynao
@eepynao 7 месяцев назад
This popped up in my recs and as a 14 raider I love to see the outside perspective on stuff that seems second nature to us! Also fights like this are easily done in party finder without coordination in discord. Especially for extremes like this which are the lowest tier of raiding and you need to farm these fights 50-100 times for mounts (if you don’t get lucky when it drops). Statics definitely make it much easier, but even ultimate raids are progged and cleared in party finder! Would love to see you react to an 18 minute fight ^^
@eepynao
@eepynao 7 месяцев назад
Oh just kidding I see you reacted to ucob a few days ago, awesome!
@Mgalens
@Mgalens 5 месяцев назад
i find these kinds of videos interesting since i never played WoW (XIV was my first MMO mainly because i grew up with FF so it was a fun gateway) so its interesting to see these mechanics from an outsiders perspective and also get insight in the differences in how each game handles raiding.
@Nenacu
@Nenacu 10 месяцев назад
So, we don't really have phases on bosses unless it's the last boss on any given Savage tier. Our bosses just have escalating mechanics and wall mechanics. You get a taste of each mech individually, for the most part, until a wall mechanic. You solve the puzzle of the wall mechanic and then the boss starts smashing the escalating mechanics together. Things ramp until one of three things happens. Either it's an Extreme and the boss reaches the limits of what mechanics it has and starts repeating the hard ones, it's a Savage and you get an enrage death, or you get the clear.
@dontkillpandas
@dontkillpandas 10 месяцев назад
15:22 I'm not sure this particular player is in a static, but in general, strategies for raids in XIV are very precise, with little room for error in terms of player positioning. So much so, that they are adding in a diagram feature into the next expansion, so players can more easily communicate strats they make with PUGs. It is generally expected that you know the most common strategies used to resolve mechanics (commonly referred to as pf strats) before going into the fight unless the party specifically says blind. Being in a discord call certainly helps, but if done correctly, players know where to go and what to do regardless of being in one.
@fuzzwobble
@fuzzwobble 9 месяцев назад
Notice there are 5 pillars; 3 and 2. A players gets a mark that they'll knock back everybody, and they go to the center. The two players who get the arrows need to go where there are no pillars to burst out their line attacks, but not to the same empty corner. Then the players have a means to figure out who is in team of 3, who is in team of 2, and they need to go to the pillars. They stand in position around the knockback and get slid into the right spot. One person doing this wrong is usually a wipe.
@nukfauxsho
@nukfauxsho 9 месяцев назад
Also, there are "tells" based on the characters position but also colors and faces! A boss crying is a different effect than a boss with its mouth open!
@tjp005
@tjp005 9 месяцев назад
the best way to put raiding in ffxiv into a few words is a dance. i lead a static for savage raids this tier and i've cleared an ultimate but the entire gimmick of all of it is that if you learn the dance moves you can do the fight. there may be priorities to who you are dance partnered with ( multiple steps mechanics ) or who you have as front and centre (melee uptime) but it's all one big dance. take it one step at a time and you'll learn to raid in no time! i genuinely hope you enjoy the story and have a good introduction to the raid vibes of ffxiv!
@ericmorrissey9502
@ericmorrissey9502 10 месяцев назад
Dont know how i found your channel but i will be watching, do you post vods on youtube or twitch?
@Psybear_tv
@Psybear_tv 10 месяцев назад
🙏 I’ll have twitch VODs on my channel (twitch.tv/psybear_tv) and I’ll post content to this RU-vid channel very regularly!
@Aschera
@Aschera 10 месяцев назад
that atakeda guy has to be a troll, that's way too many shit takes in a short amount of time...
@hugonez
@hugonez 10 месяцев назад
8:00 Tanks and Healers go south, so 1 healer allways get the purple arrows thing (knockback) so it stays in the middle for everyone to survive, big arrow point out is a get away from me, big aoe damage to whoever gets near it, and the 2 that dont get it go to the towers, same thing with dps at north( they just dont get the purple thing, so its 3 in the towers) u can see the pillars as an indicative on how many are needed to resolve it
@hugonez
@hugonez 10 месяцев назад
those 1s and 2s are to mark tanks and healers for stack mechs
@kamil118
@kamil118 9 месяцев назад
There is 400 comment here so I bet somebody already explained the marker clusterfuck mechanic that happens 2 times in the fight but: North tower (either NE or NW) requires 3 people to soak it South tower (SW or SE, they are always opposite but can be in random corner) requires 2 people to soak it. 1 of the dps and one of the tanks get targeted with proximity aoe damage (3 arrows pointing away from the player), they go to the corners without towers. Usually DPS goes to the north and tank to the south corner. One of the healer is targeted with knockback around them (purple arrows), they are later targeted by a baited line cleave. General strategy for this is: Healer with knockback around them stands in the middle of the arena. Tanks and dps with proximity damage position themselves to get knocked back to the corners without towers (DPS to the north empty corner, tank to the south empty corner) Remaining dps position themselves to go to the north tower, while the other healer and tank to the south tower. Once the proximity damage explode and towers are soaked the healer in the middle steps back to bait the cleave in a way it won't hit other players.
@TheSandwichAftermath
@TheSandwichAftermath 8 месяцев назад
the "simple enough" comment at 10:05 is so perfect because this kind of mechanic happens all the time in FFXIV fights and yet somehow people get caught in them, running for their lives, and it's the funniest thing and we all end up giggling at the end.
@cherrypez26
@cherrypez26 10 месяцев назад
lol your friends finally won the battle. hope you enjoy the story!!
@SakuraShuuichi
@SakuraShuuichi 9 месяцев назад
For the knock back mechanic you are close to what is happening, but not quite there I put the explaination lower as to not spoil people that haven't done the fight and don;t want to know. 1 of the healers is marked with the purple knockback and they move to the center, 1 tank has the triangular mark or "Flare marker" which is a solo soak where the closer allies are to you the more damage they will take, the pillars are usually referred to as towers 1 person for each one, so the corner with 3 towers needs 3 people the corner with 2 towers needs 2 people the people with the "flare marker" need thier own corner, and the healer in the center gets targeted by a line aoe after the towers go off that they need to aim away from the middle and the rest of the team needs to watch out for.
@NogginNogs
@NogginNogs 9 месяцев назад
The purple arrows effect is a knock back, one player gets that, sets themselves in the middle. The arrows are aoe damage markers, don't be with them. the towers are vulnerability towers, you have to have the correct number of people in them or its massive raid wide damage. Everyone knows where to go depending on what effect they have.
@PDohm123
@PDohm123 9 месяцев назад
Carbuncle is not an actual combat pet for Summoners. Not anymore. Carbuncle can do some basic attacks and provides Radiant Aegis. But, as summoner is now, you have to rely on Demi-Bahamut to start your summoner rotation. After you use up Bahamut, you get Garuda, Titan, and Ifrit. Each of these provide attack abilities specific to their element (Wind, Earth, and Fire, respectively). You can use the summons in any order. I use Garuda, Titan, than Ifrit. When Demi-Phoenix comes off CD, use it, and do the same thing as you do with Bahamut. But, Carbuncle is not, officially, a summon after you hit 30, iirc.
@richardwallis9374
@richardwallis9374 9 месяцев назад
These fights take a couple hours blind proging if you have a solid group. Very fun Savage fights can take anywhere from 4 hours to more then 15-30 hours to prog and ultimates take like 700+ pulls to kill.
@Psybear_tv
@Psybear_tv 9 месяцев назад
I’m excited to jump into some fights after each expansion story finishes!
@0newingedangel510
@0newingedangel510 8 месяцев назад
you def should look at one of the ultimates :D Dragonsongs Reprise for example (DSR for short) those fights are amazing! :D
@sparemobius7430
@sparemobius7430 10 месяцев назад
8:14 the push is centered on the field, you need to go to center and position so you dont get thrown off, some people need to position so they either land in an area for the towers maybe, but the 3 arrows mean dont come near this person there is a line aoe centered on them so it looks like they are trying to get pushed where they will be alone. The yellow is group up, the red is tank buster stay away from him, Orange is also tank buster but with more aoe, you got those right. The 1,2 markers are in fact self placed as are the light pillars, people use it for mechanics notes/orientation of the map, here the red symbol is tank, the other is probably healers.
@IsshinGun
@IsshinGun 9 месяцев назад
Actually thats ALMOST right, except for that one of the 2 healers is the one who is knockbacking everyone, and that person has to stand point blank in the middle. 2 Random people recieve those Meteor aoes (with the 3 white arrows) the DPS one will go towards the northern empty corner, and the Support (tank/healer) one will go towards the southern empty corner. While the unmarked people will all get knocked into the Towers according to the numbers of the Poles in each tower. But Luckily the Northern one will always have 3 and the southern one always has 2, so the unmarked 2 supports always get knockbacked into the Southern and the Unmarked 3 DPS will get knocked into the northern tower.
@nakulpatel1146
@nakulpatel1146 8 месяцев назад
I’ve played WoW for 10-15yrs. And nothing beats the raiding, graphics, and gameplay of FF
@thecatsred
@thecatsred 9 месяцев назад
If you like the carbuncle, you can now make all of your summons simply carbuncle-shaped.
@Redcritxx
@Redcritxx 10 месяцев назад
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
@Psybear_tv
@Psybear_tv 10 месяцев назад
I think my initial plan is to do the fights at the end of each expansion before moving onto the next but we’ll see how it plays out
@NibelungJ
@NibelungJ 10 месяцев назад
​@@Psybear_tvIt's a good plan. There are some story content that is time gated (eg, tribal quests/reputation farm) and start doing them as soon as they are available let you finish them in parallel while you do the rest of expansion battle content. Major thing you might want to skip until "endgame" are relics, deep dungeons and ultimates. Everything else can be done while you are "in expansion". Not because they are bad, but because they take too long to complete.
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