TL;DW Multiple pastebins and NA/EU PF doing different things means this likely won't match what you did in PF week 1. Watch the 1st minute for all of the different spread and pair positions. Barbarous Barrage - I show both normal and knockback immune versions. They both work fine. Final fusedown - HR are fixed north/south spots based on their fuse (because their safespots never change). TM take the melee spots - MT/M1 NW, OT/M2 SE. This allows players to preposition for their bombs, whereas bomb relative doesn’t. Fusefield - North CW MT -> OT -> H1 -> H2, same for DPS M1 -> M2 -> R1 -> R2 Fuse or Foe - Both spreads at clockspots, melees and healers swapped for uptime Hope this makes some of the mechanics easier to visualise!
Good video as always, a couple small things: • For Final Fusedown, R1 and R2 can fit just fine in the bottom left (4) at 7:41. It's far easier to just follow your group here, NA PF was doing this yesterday in multiple groups. • For P3 (Octo Special) doesn't require any adjustment, but ranged can have enough room to be in their clocks on spread as well. Fusedown, it's a small thing, I feel like it's easier just to SAY ‘N CW short > long’ for fuse detonations, it matches up to what the strat is shown on screen, so it doesn't matter too much beyond that.
from some screenshots going around in discord, there used to be a rather valid criticism here that still praised the guide as a whole. I get removing bad faith criticism, but it does feel rather unfortunate when comments containing: > hector guides are a rather well explanation on how the fight goes and what the mechanic are are removed (at least I cannot find them here), because they contain some light and valid criticism. the only thing I can still find is a comment from @Aurelyn about the final fusedown method.
Thanks for the guide, this will help many people digest the mechanics and get their clear. Although, I'm unsure why you have made certain changes from what was already NA standard that is adding to confusion in PF. For example, PF has had supports CW for lariat since Day 1 and now you introduce supports CCW for no discernible reason. The Final fusedown strat that had the 4 players in the long fuse area was also the standard, there's no reason to send H1/R1 to the far corner. Lastly, PF was using H2 T2 T1 H1 prio for Fusefield and honestly your prio system has no objective benefit. So I feel you've added inconsistencies just to make this guide "your own" without considering whether these differences are adding value to the NA scene. I should also mention that you yourself recommend *against* KI Towers so I don't understand why you would include it in this video.
I'm watching your guides since the first Pandaemonium Raid and it helps me out alot. It also took my anxiety to do savage content time by time. I really appreciate your guides, thanks again Hector!
I think it'd be cool if using potions in the first two minutes caused the ref to disqualify us, meaning we need to watch from the sidelines until the wipe. But then after he gets punched out, we're all good to start doping.
What's worth mentioning as well is that Final Fusedown is in the middle of your burst window haha. That is what makes the mechanic a wall for pf (myself included). If you have long fuse LOOK NW/SE for the safe opening after short fuses go off and DON'T BLOW UP EVERYONE IN THE MIDDLE!!!
eh it's not really a problem, don't bother with NW/SE, just look for the 2 long fuses in melee range and stand between those under the boss. Anything more than that is putting in more brainpower than it needs. Short fuses: Melee go under / slightly away from the group under each melee bomb. Ranged to the far side. Long fuses stack in the safe spot. BOOM Short fuses now go to OPPOSITE safe spot from the first and the mechanic is resolved. Long fuses occupy where the initial bombs were, with melee once more going under the closest two.
Huge thank you for these guides Hector. As a relatively new player, DT is the first expac where I started at max level, and these are incredibly helpful. Gave me the confidence to try savage and now loving it!
My casual static is starting this fight. I love your guides, they are by far the easiest for me to understand, especially since I do all my raiding in one small window during the week, so practice between raid days is nonexistent. Keep doing what you're doing bro you have made savage so accessible for me and so many others.
Yeah, really struggling to understand why he opted to have two groups completely switch spots for a single mechanic. Easier, less complicated, to just stick to your color spot.
I think the main problem I have with this strat is that it flips positions from left/right during Final fusedown and Fusefield for R2/H2 and R1/H1 just to try to make explanation look nice while being counterintuitive in practice. Like, for Fusefield, you have R2 starting at R1's clock position when you could just have left/right groups again letting you look cw/ccw to find your spot.
no because the fuse pattern isn't like long-short-long-short, it can be short-long-long-long-short- etc. So it's not as simple as taking clock spot and rotating to the nearest. We have M1 take the first fuse clockwise from north (including north if their fuse is there) and M2 the next, and R1 and R2 do the same thing counterclockwise from Northwest. Then for supports M1 and M2 CW, H1 and H2 CCW. It isn't that complicated. For example I play as melee, I'm M2 in my team, so lets say i get the short fuse timer. I identify the second short fuse in a clockwise fashion starting from north, where we have our A marker. I will be the 2nd person to 'pop' my bomb.
Except for Bombarian Flame this guide is exactly like the melee uptime KNB guide that most people are using now in PF. The difference is Hector uses melees first, KNB uses ranged first. Also please dont use that KI Tower strat in any groups, that would be such a pain to get people to time right.
The timing for KI in towers is fairly easy, but I agree it's best to save KI for the boom dive after. Too many tanks having to do the walk of shame from a mistimed gap closer.
Thank you so much for what you're contributing to the community and the raiding scene, Hector ♡ Your guides have helped me tackle the high end content and clear them and this is coming from a casual xiv player who's been anxious about doing this kind of content for so long so seriously thank you :D
Thanks for the guides Hector! One small request for the future if you have time, could you add if raidwide attacks are physical or magic damage? A lot have been physical this tier compared to normal!
@@FrozenPear TBF pf doesnt realize there literally only 2 spots where the 3 bombs can spawn. That and its p much cause of melees. Its the same reason why Elmo flopped in P3S cause you'd ALWAYS had a double bait in the party
@@TheUrbanLegend52unfortunately i agree. Its either tanks or melee greeding for uptime and clipping the mid group. Multiple times i ask them not to greed that mech and use ranged attacks for 2-3 gcds but no
Why do you have H2/R2 west for fusefield?!? You have east/west reversed for one mechanic in the fight Edit: original phrasing was harsh. I got flamed for being in the wrong position and had to go back and see if I was being gaslit
Why does H1/R1 and H2/R2 switch positions during Final Fusedown? I mean, for the entire fight they are H1/R1 Position "D" and H2/R2 Position "B" but during Final Fusedown you have them switch to opposite ends of their original positions.
Dude, ran into this problem too. R1 can either lazily stay at one or hop to 2 While R2 has hop to 3 or schlep all the way to 4... being split N and S. instead, splitting West and East, the Group 1 and 2 H/R just stay on their original damn group side... now got these potatoes quoting this like the bible and never down to try R2 -- gee i wonder why...
yeah it's pretty much illogical, a break of flow and massively inefficient movement as you have to move 4 players to new unneeded positions while only r1 would have to move if the flow was east/west like the rest of the fight instead of north/south
Can be noted that on the second Doping Draught, at the end of his Bombarian Special, everyone can also just pop anti-kb for the knockback and stand in their spread/pair spots around the blue circle. There is enough room, so everyone can just vibe if they want to :)
@@nospoiler This. I tried doing it Swiftrax's approach but didn't have a dive due to my burst (WAR) and had to sprint run to my partner. Made it, but it sucked.
I just want to say, your guides immensely help out PF on primal. PF strats go from all over the place to consistent with a day or two after you release your guides. The pastebins and other strats are just so hard to follow and inconsistent. This is my first time ever doing a Savage tier and I was able to complete M3S week 1 because of you. You are amazing.
<a href="#" class="seekto" data-time="428">7:08</a> FinalFusedown: a neat lil mental trick to remember where you go... The OnPlayer-Fuse... the long fuses are CURVED, if you have a longfuse the 1st safe spot is the CURVE in the arena. (Shortfuses aren't even long enough to get a curve)
I was really sceptical at first when i saw your fusedown solution as I thought "new north" strat is more straightforward but i was so wrong. Your solution is really good and very error proof. Only thing that I'm confused about is why put H1/R1 north and H2/R2 south instead of standard W/E to match clockspots there, but again, it's just pettiness. Overall it's a great guide, thank you :)
It would most likely be for melees to still be closer to the boss. As a healer I enjoy the corners, it's safe and I can give plenty of space in the corners
@@Heroisback92192 I think the complaint is more why make the West side H/R go to the NE spot and the East side H/R go to the SW spot. Could very easily have East H/R go NE and have West H/R go SW. As a Picto, I hate having to abandon the zone I placed NE to run SW as short fuse when the physrange could very easily just take the southern spot. I should also just git gud and place my zone better, but it still feels bad while learning.
A easy way I found out how to do Chain Deathmatch 1 was to remember the two numbers that got hit by the clone that I purposely took the hit from. So for example if he 3 and 4 for me while I was standing by number 3 I would just go straight to 4 and I was fine. Same could be if the boss hit 1 and 2 while you were standing by either 1 or 2. Just go to the other number, its always safe regardless of the clone that you are dealing with. Hopefully im explaining it right. I just figured it would help for those that have issues thinking in the moment. Hope this helped anyone.
For more consistency thanks to color coded markers, h2 and ot should swap markers so that they are less likely to go to the wrong marker during fuse or foe + spin. Also, using anti-KB for anything else than dives is needlessly risky. Just a little bit of lag or slight mis-angle can kill someone trying to gap close in to cancel the dive, while for the barbarous barrages, you got plenty of time to aim with lots of room and time to reajust. I would also bet that weaving anti-kb there may be awkward for many jobs.
for fusedown? it doesn't really matter, as you can even fit all the ranged on the same side, there's so much space. alt rinon strats has everyone on the same side so that it's easy for no one to get lost
The only ""bad"" position that I see in this guide is on fusefield. The prio for dps, that i used in week 1 clear was R1, M1, M2 and R2. In this case, there is a slightly possible for melees stay behind the boss or flank. Not too much special since this tier dont have too much dps check but works fine. Other than that, good guide.
The first two Lariats of the fight and the two that happen after the first doping draught aren't random, they're always opposites, so if two pairs first, it will be two spreads after doping draught.
There is no reason given, and I do agree with that the Healers and Range should just stay on their sides for Fusedown due to just performing a lariat where we either clock-spread or INTERcard stacks. I would also recommend the dps caster take the NE spot as if they are a BLM or PCT they can place their lay lines/stary field down and not have to hold 2 minute bursts moving to SW as they would have to if set to Group 1 or 2 in Hector's guide. And the Phys range, who would have movement can run to the SW if the dps are short fuse, and NW if long. Healer would have the benefit from keeping the dps uptime and also not have to run across.
I just got my M2S clear after 11 straight hours of pugging. Grateful for Hector's guide which helped get me through it. I'm wondering why there are so many different strats for M3S compared to the previous 2 fights.
Love the guides, thank you Hector. I realize that of course you're busy and Savage is the priority, but any chance of P4/8/12 Unsync guides in the future? Thanks!
i like the strats you used but really wish you had animated the "safe spot" people in fusedown being within the center diamond, because now nobody realizes there's plenty of safe space within the diamond lol
Not sure why, but i think that enrage is based on the fight of Jimmy Snuka vs Don Muraco, where he climbed the cage and belly flop right into him. Even his pose is kind of similar.
For the Final Fusedown, is there a reason why H1/R1 are positioned North East instead of South West that I am missing or would it be more senseful to have it opposite for consistency in healer positioning?
My group just got to R3 last night. We saw fuse field a couple times, 2 pugs. Ended up switching to paladin for this fight (honestly might do the same for R1 reclears) because lol gunbreaker and dark knight in these fights. Good for R2, but not 1 or 3.
for <a href="#" class="seekto" data-time="154">2:34</a> you say g1 gets knocked left but it shows M1 and mt gets knocked back right was this just any oversight just making sure cus that could confuse some
hello thank you for this guide, hope you're okay with feedbacks i'm sure you have reasons but it would be best to just cover just 1 strat for a mechanic instead of actually showing optional in the guide video. the pf rn is having to say "hector strat, no kb immune" which sounds kinda stupid
@@alexmaganda5827 I wonder how that statement came to be - A whole guide that uses clockspots and groupmechanics based on East / West and then one single mechanic that uses North / South instead while the more logical East/West (as you can basically nearly always stay on your positions for both groups) is totally ignored. How is that less complicated?
For chain death match, if you want to reduce the mental load of calculating the final safe spot: Instead of only going into the safe spot for the dangerous lariat, also move IN to the lariat you need to be hit by. (So for video example, go to 3) (You basically have to learn how to do with for Chain Deathmatch 2 anyways so might as well get used to it) Now you're already in the safe side for one of the lariats. Which means all you need to do is move into the opposite of the dangerous one. (4) For me personally, this was a lot less mentally taxing than identifying the "true" safe spot and then reversing it. It reduced the mental load for me so much that I went from ~73% consistency to 100%.
So... Final Fusedown first bombs needs an adjustment, badly too. The way the first Bombs in fusedown are played is incredibly illogical and movement-inefficient for Ranged and Healers. Casters lose GCDs due to the way the guide is designed. Basically you have, according to this guide, you have your healers standing on either D/4 for H1 and B/2 for H2. Ranged are on 1 and 2 after lariat resolves. You list the safespots for H1/R1 for Short fuse on 2 and the safespots for H2/R2 on 4 . Basically you let 4 people run over the whole map to a spot, where it has no actual reason for them to be in and not the other way around. why not orient R1/H1 after lariat on D and R2/H2 on B after Lariat resolves? You're on neutral anyway after this and most people walk to C, which is already kinda movement inefficient for R1/R2. (even worse considering that R1/H1 have to move there first and then take the same way back). That way you have new safespots for R1/H1 for short on 4 with minimalistic movement compared to before, and also new safespots for short for H2/R2 on 2. This way, instead of making 4 people, no matter what pattern, move through the whole arena, you only have r1, who has to move to their spot (Movement from 1 to D then from D to 4) with minimal movement for H2 (only 50% that they have to move from B to 2) and most of the time no movement at all for H1 and R2 - in fact, R2/H2 and even H1, if Lariat was a quadruple, don't have to move at all in theory. Major gripe with those safespots is also the way you orient every other mechanic before and after. This mechanic is player Group1 Rangeds North, group2 rangeds south. While every other mechanic is oriented Group1 (as a whole) positions west, group 2 (as a whole) positions east.
I just have to say I think the guide is good except for the "static spots" for Final Fusedown. Static spots there just don't make sense, why make people not only find the bombs but also pay attention to true north? It's so much easier to have G1 go "left" and G2 go right relative to the 3 bombs "south". Then you don't even have to turn your camera. I feel like this has caused a lot of confusion in PF.
Hello, might I suggest that you do add in steps that cover caster up time for these mechanics, in specific: Final Fusedown, if caster is already R2, they should not move from their two waymarker if they are short fuse given they just did the lariat spread at that clock spot, the physical range being R1 should run south if short as they can move and attack at the same time and not have to slide cast. this due to playing as a caster and having my 2 minute Ley lines out and I am being chased out that spot and having to clarify the logic every time I put up a pf.
From what im seeing on the main stuff, its the same as Yukizuri's guide, so should acknowledge them. Im glad as well tho that its the same because it means pf wont differ their strats
sadly some stuffs are differents , for exemple as h2 on yuki I'm always on C or 3 , here , I go yellow then I got purple then I go blue , I truely hate these positions here for h2 it make no cense to me
@@Denzel8875 I dont see where H2 ever HAS to be on purple (If you mean first Final Fusedown, thats because of melee uptime, markers have nothing to do with that) Also on Yuki strat H2 swaps between yellow and blue all the time aswell They show H2 on blue at the start of the guide, but you can see the OT standing on "their" spot, and H2 is doing all clockspot mechanics on yellow, while moving to blue for fuses Neither of the healers can forever stay on their color throughout the fight
if you start fusefield snake prios from east instead of north, melee would be almost guaranteed a spot they can do a positional from with only a rare chance of being forced NW.
You don't have to be on your fuse the whole time anyway. So long as you pop it in the right order, you can slide back around to it just to pop and go back afterwards.
Almost aways get a wipe on tower 1st time....MT normally default to Group 1....when kb tower happens....picture shows MT in Group 2 going SE....when it is normally OT that is on Group 2...get instantly fk.
The one thing I don't like about this guide is chains 1 and 2 can be done exactly the same way by just going to a corner each time with a slight adjustment to be hit by poison (sometimes). You could solve both with the same movement and practice chains 2 without even seeing it.
why do you prio melee > ranged for fusefield, guaranteeing that at least one melee of each set is north rather than south for positionals? The pastebin on aether/crystal does ranged > melee
I prioritised simplicity (same prio as pop order) over positionals. Given the randomness of the fuses, any priority has a chance of putting melees in a non-ideal spot for positionals. Fortunately, for all but the 2 seconds that they're popping their own spark, melees can go get positionals all they want without issue. I only show players staying on their fuses to make the mechanic easier to explain.
@@Koopser Pop order is still CW priority. N CW MT -> OT -> H1 -> H2 is what I show. But as H2, instead of counting the 4th fuse clockwise from north, I'm going to count the first fuse counterclockwise from NW. It's the same fuse, I just find it quicker.
@@HectorHectorson That won't work cause of melee walk into another person's fuse they blow up so they can't just run around and do positionals after popping. There's gonna be around 40 seconds of just standing there and you're screwed if you don't have both charges of true north
@@Seiyusung22 The only part of the fuse that triggers an explosion is the spark. You 100% can just stay SE on the edge of the fire circle until just before you need to go pop and then go back.
This final fusedown method is great for caster uptime, but PF will struggle with it a lot more than making a safe area "relative north" and using that to split left/right.
For healers and ranged it's actually less thinking. You are either short fuse, so go to your fixed spot, then mid. Or you are long fuse, so go mid, then your other fixed spot. You basically never even need to look at the bomb pattern. I think bomb pattern relative would only be easiest if the bomb pattern could be rotated to any of the 4 corners, instead of only the 180° flip.
@@HectorHectorson disagree partially. While yes, you don't have to look for the pattern, the strat itself is actually quite inefficient for h1/h2/r1/r2 when looking at movement. You list a neutral safespot on C after Lariat - that causes long movement for R1/R2 and a semi long movement (slideable) for healers. With Short R1/H1 being NE and R2/H2 being SW you create additional long paths. If people opt to not move the the neutral spot first, it's practically having H1/H2/R2 take the long diagonal to their savespot and R1 taking only a long walk to the side. If the mechanic were to be played E/W (like the rest of your guide) then H2/R2 would be on NE and H1/R1 would be on SW - that'd be a win for movement flow which can even be further reduced if the neutral for H1/R1 is taken to D instead and the neutral for H2/R2 is taken to B instead. Melee postions for neutral shouldn't matter as regardless of the neutral spot, they should be in healrange
@@Dekaar I agree that E/W is the better priority, as it's less positions to remember for healers/ranged. Movement really isn't a factor when there's 27 seconds between when the lariat resolves and when the bombs spawn.