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BRO!! I love how you give a detailed explanation of the mechanic not only that but you show an example of different possibilities while explaining. This was so freaking helpful!
For HC2, What our group is doing, and what we've seen others do is do Ifrits E/W and towers N/S. N tower just goes north and S tower just goes south. If"we"ts just kinda decide which one they want to get when they are standing around for 10 seconds.
How do you set positions for the spread mechanics in the first Natural Alignment? Is it just clock spots if its spread first, then if its spread second party goes to safe side then you have players lined up in two columns which can be predetermined spots as well? The spreads go off quite quickly so I was just wondering if there's a consistent way of resolving it.
this is up to your party, if it's spreads first you can use both sides of the arena to dodge, so do something like split Group 1 on the left side and Group 2 on the right side. If it's spreads second, also go over some slight spread positions with your party, we have melees closer to the boss and ranged move to the south, also one player (a healer usually on our group) can stay on the exact spot where they got hit by the stack
I was wondering. Since we merge wind + irit to create phoenix on HC2, are there other merges possible ? Like wind + thunder ? Or does it cause instant death ?
YoshiP mentioned in a LiveLetter that they had considered adding other combos but realized it would raise the difficulty of the mechanic to Ultimate level. So... please look forward to the Ultimate version of this mechanic in 10 years.
One question, why not have fixed position for the fillers in high concept 1 long debuffs. Like 2 stack always goes A, 3 stack always goes C and unused short debuff always goes B? Would that work? Having fixed positonon if possible is usually WAY easier than clockwise/anticlockwise with adjustments inbetween. There's a chance I might have understood the mechanic wrong tho.
Like 2 stack always goes A, 3 stack always goes C and unused short debuff always goes B? The unused Alpha/beta/Gamma debuff is random from the 3, so there needs to be some form of priority to keep positioning consistent.
@@Randlolify if you were unused A or C and would go to your fixed B position, it would wipe the raid. if your icon was not used, you cant change it to another, you can only apply the same one.
@@Crazy-Jukebox Yes, I am aware that would happen. So you can't have a fixed position for X or Y condition of the unused mechanic. So you need a priority system. Which is a reoccuring theme of the tier. The OP I replied to asked if you had the unused one go to its own designated marker no matter which one it is. Which won't work.
I think the point is to have the same alpha/beta/gamma stacked together. If Alpha short timer was unused and went to B spot where Beta long timer is, either that won't mix and blow up the group or there may end up having 3 people who have the same pattern and there's a possibility that you won't have enough people to mix with to get the color that you want. You cannot mix with the same person who has the exact pattern as you. You have to mix with someone else with a different pattern but has the same color that you need to mix with.
HC1, cant the unused always go to Beta? and have the 2-stack always go to Alpha & 3-stack always go to Gamma? (or is the unused not allowed to go to it's corresponding conrer again.. or has to?)
no depending on tower color, different combos of first debuffs get used. consider if it starts with green towers. then A and B need to merge and G is the unused. so 2 and 3 stack need to fill A and B, combined with the unused G, any folllowup towers can be handled. If 3 were to go to G you will not have 2 Bs and will fail any 2nd tower color except blue
It looks like PF is doing the Scripe strat wrong and could be worth a follow up video. People are swapping between inside/outside between fire and ice mechanics, where only the flexers should really look to adjust, leaving 6 other people essentially static. This is shown at 4:00. Notice how after fire Lethe (inside west) and Scripe (inside east) just move north a bit, then Fraggo flexes (outside west) and Arcadia (outside east), leaving Scripe and Lethe to bait ice. Seems to add a layer of movement/thinking that isn't necessary + inaccurate from the strat shown. Would be great to see clarification of this, as I've seen it argued both ways in PFs all last week. The mechanic should be as easy as possible considering it comes later in the fight. Thanks for the video!
Scripe has written MT>OT>H1>H2 M1>M2>R1>R2 bait priority, in that particular case you see them flexing that priority for the sake of BLM uptime i guess, but if following their own priority, melee would be baiting ice by default, and so would melee bait fire when paired with ranged dps when other 2 dps are NA. Which apparently north american data centers don't do correctly either, they just seem to let the ranged bait fire, i guess also for the sake of cast times or maybe ignorance of the priority system. TL;DR in scripe strat only 2 people never actually bait - H2 and R2, rest of them bait something in some scenario. PF doesn't do this strat as intended.
I just want to say having 2 NA strats and not really explaining the difference is causing confusion. Rinon shows his strat first, and then says he recommends Scripe but doesn't really explain. Rinon is past the line. Scripe is on the line/inside the line (not past it)
yea he needs to explain a lot of stuff better, he makes it more confusing than it is. The boss autos target the highest enmity, but they are AoE and need to be shared with the other tank, as if they were a double tank buster. Alone it will do 200k+ to a tank, but shared it's about 25-30k per hit.
People must be having a hard time cause there’s just a lot playing the class and most of you just suck at the game as a whole. Reaper is fine. I always top the DPS meter against my melee partner every group I’m in and parse 80-99 consistently doing 9.9k rdps you other reapers are just playing the class wrong
4:18 thanks to this garbage raid plan every single p2 prog party is na1 trap because everyone uses this guide and every single person does that mechanic wrong because you showed it wrong
@@Khado_Mills east/west fire baits need to be perpendicular to the purple players, ie on the same line. The way it's shown in the diagram the east/west players will always bait all 3 fires because they are diagonal from the purple players, which is a longer distance.
The raidplan is correct but I'll agree it's a bit ambiguous. E/W fire pair aren't supposed to be stacked, one crosses the line and one stays inside the line. That gives enough distance for the n/s to take a pair
@@kiyokiyoko no it's not correct. Trust me I have over 1k pulls on this fight, and I have seen pf players do exactly what you're saying and fuck it up every single time. If E/W stands diagonal like in the picture they will pull 3 fires every. single. time.
Ngl, to me all this babbling without actually showing diagrams of what is happening is more confusing than anything else. You should call this pov clear with an explanation rather than a guide. I appreciate the effort but yeah.
I love the fact that Hector guides stole your entire guide and added the informations from JP and all in pf talking about hector strats now... #Removehectorfromffxiv