Please note while attempting in PF, once the storm of words add spawns you must prepare to have both Tanks and both Healers panic and your group to wipe. Congratulations, you have reached the point where all PF groups will end
Thanks to commenters for catching the following error: The adds phase does have an enrage. Adds need to be killed before the limit break bar (below the instance timer) fills to 100. It's a very lenient DPS check, but it nonetheless, does exist.
Edit: The Earthshakers are still distance-based. They have updated them to include the standard distance-based tether. You will know you are far enough away when the tethers turn purple.
Final edit: The DPS check can be a little spicy in this fight if your group has deaths or picks up too many damage downs. Caster LB3 on the 1st aero phase (alongside lots of heals and mitigation) can really help make the DPS check easier. For the 2nd aero phase, you'll only have LB1, so a melee LB on the storm of words might be best to ensure you kill it in time.
great stuff as always but adds phase does have a enrage timer. Right next to instance timer theres a bar filling up called "Limit Break" if you dont kill adds before it fills the boss ultimate attack will wipe.
Thanks for catching this! I've done this fight maybe 15 times in the past few days to double-check details, and yet still completely missed the limit break bar. I was expecting the usual floating ultimate bar. I'd still be very surprised if this enrage timer plays a part in the unreal. Looking at my footage, we tended to kill adds at about 25/100.
there's an easier melee uptime strat for tethers, the green players take the tethers then position themselves front-left, orange melee can go front-right
The second half of the fight is madness. Just constant mechanics with no breathing room besides maybe the tether phase and you'll get the yellow flashes trying to catch you off guard all the time during it. The strategy is to LB3 the adds in the wind phase but even then the caster is likely to die from a flash while doing so. I encourage people to try it out to see how they fare but just like Titan this will be tricky to clear weekly if you aren't with static members who have all the mechanics down.
The main strat back in Heavensward was to use Phys-Ranged lb, which is a lot safer because animation lock resolves faster, and because exploding the Binahs can catch bad / newbie healers offguard
yea, the previous unreals were difficult... then Ultima came and was easypeasy, which brought in a lot more ppl to Unreal, then yeaaaaa Sephirot gave them all a realitycheck.
Gonna make my static watch this first thing the mainentance begins. Sephirot is def my favorite trial, both normal and ex. I’m mad excited to wipe this all over again in unreal 🙏🏻
I thought I wouldn't understand without the actual gameplay images, but on the contrary, it's much easier to grasp this way. Thank you very much for your service, sir
5:03 Thats simply not truth. Enrage timers ticking all the time. This fight is not mechanic based but time based enrage. Even if enrage wont happen in this phase, draging it makes enrage in last phase sooner. For exmaple 2 weeks ago I had pt that got enrage before he spawned 2nd wind ad.
One mechanic no one seems to be acknowledging is the Da’at+Yesad. The first Da’at is an easy spread. But the 2nd one is coupled w/ the snapshot and there is no good meta for it rn. I think maybe assign clocks where you go halfway to the edge, bait snap, then keep going all the way the edge.
so, are unreals literally how the Extreme fights were back then when they got released? If I still remember the whole fight how it was back then can I just straight up jump into a PF and do this? or did they do any changes to those fights?
Essentially unchanged, just tuned to level 90. Compared to min iLVL no echo on the extreme, the unreals have tighter DPS and heal checks, but they will probably feel very similar to how they were on release.
when you don't have a colored debuff, but the colored balls appear during second phase, does green side still deal magic and orange side still deal physical damage? (asking cuz feint and addle still exist P:)
They do and, while I haven't tested it, I imagine you could use feint/addle and have the party stack on the side that's mitigated more to take less damage overall.
For the tank buster in phase 1 I’ve found that during the windup the ot can voke and take the second hit of the tank buster, making it a lot easier to heal through.
gonna be binge watching this until i feel good starting a learning party, or find a learning party. Your ultima unreal guide actually helped me clear that for a couple weeks before I stopped playing like 3 weeks until 6.2 , keep up the great guides :)
I really like your guides and the topdown/toolbox approach, but I think a few accompanying in game clips might be helpful? Not too many to change your current format, but seeing it for how it will look in game I think would be helpful