As much as I love and watch Mizzteq's guides (and I use them for my static) this video is missing some very important mechanics at the end during the LAST Tank/Healer tethers and DPS tethers at 11:57 and has caused much confusion for me in PUGS. During the last tank/healer tethers, the dps must stand at cardinals to avoid getting hit by Rakta's charge or they will get the light-headed debuff, stunning and killing them during the next mechanic. Likewise, during the last dps tethers, the tanks/healers, after taking their air bumps away, MUST rotate to the cardinals and also avoid getting hit by Rakta's charge, or their own light-headed debuff they got from their own tethers will stun and kill them. They CANNOT move directly into the safe zone until they avoid this charge.
Something also to note was at 7:08, if the tank has the ifrit tether, they can use the cutters to untether themselves and ifrit will automatically jump to someone else with the initial punch, leaving you with the brunt end of the tank buster. This helps with not needing to use the invuln for just this and allows either tank to take the busters as intended. Whether one just has to provoke like normal or just cut the tether and proceed to eat the latter half of the tank buster.
@@TheShadowfan9000 The tankbuster dealie during the Ifrit+Garuda phase does appear to work. The first hit of the tankbuster (the one from the tether) doesn't seem to hit that hard at all so there's no problem just letting it go to whoever it ends up going to after you clip it. You just have to make sure folks are ready for the resulting puddle that shows up afterwards. Should make the later parts of the fight a lot easier with an extra invuln.
Man, out of the 3 guide vids that were posted not one mentioned this!!! My group just got to this phase cleanly and I was wondering if that last charge was the one concussing me. Too bad our raid had to end before I could test it!!
@@jopet216 The other tank in the learning party I just left was trying to tell me this, but it's a lot easier to absorb this information when 7 people are not waiting on me. Makes total sense now.
Quick note, to see the safe spot, just find the ifrit that is looking at another ifrit. That will be the safe spot. ex. north ifrit is looking at NE ifrit, north is safe spot. The ifrit that is safe tends to be turned quite a lot
tbh these savage raids aren't so bad once you get used to them but its the fucking pf and que times that are horrendous for this one and if you fuck up a few times, even if its practice session people get tilted and leave
Conflag Strike is literally the only 'hard' mechanic and I saw enough PF parties dissolving to that. Took forever to get this kill on a relatively easy fight.
What is not mentioned: These mechanics occur FAST. The timeslows in the video, they're not for dramatic effect or clarity, they're because the mechanics occur A LOT faster than the explanations.
Why does the wind orb furthest away from the camera at 10:00 target the dps in the middle of the arena when Mizzteq, being the tank behind the fire pillar on the opposite side of the arena is clearly further away than any of them? Something in that mechanic's explanation does not add up. Edit: Asked around and the guide has an obvious error: They target the furthest DPS, not the furthest player overall.
So, I had a question about the Occluded Front during the Ifrit & Garuda phase where Ifrit kicks one of the orbs; in my mind it would make sense that, since Ifrit is booting an orb out of the way, the safest place to go after the eruptions are placed is wherever Ifrit himself is, but in the video (around the 7:34 mark) the raid instead runs at an angle. Is there a particular reason for that?
@@LouieGT You know I actually didn't think about the knockback potentially carrying them into the eruptions. That makes a lot of sense, thanks for pointing it out.
They probably do this because the fused boss has HP based on remaining HP of Ifrit and Garuda averaged together. Some jobs have really high AoE damage and if they could hit both at the same time, you'd have strats where you stack them together and burn them down with BLM and SMN or something. By splitting 4 per boss, it really reduces it
I love the guide; I've completed it before it though. You always bring good information to the table, though I have to admit that I find it funny at the end everyone you are clearing it with is almost dying as you explain the mechanic over it. I found it worth noting, haha.
People in my conflag practice parties seem to not understand the concept of directions or something because in conflag phase, half of DPS is on the other side while half of tank/healer is on other side lol. And not even mentioning tanks who forgets all Hands of Flame provoke.
guys help I keep getting clipped by an orb in the first garuda phase 3 orb pattern 3:08. I'm standing at (what i believe) to be the exact halfway point between two orbs. even when my paired player is standing exactly on top of me, i always die and they don't. are you supposed to just stand still after you get knocked in? I always try to last minute adjust by backpedalling in the opposite direction to where i got knocked inwards but I just end up being clipped by the outer orb
I also adjust after the knock back, but instead of backpedal I actually face away from the arena and run away from the orb, works great on me. It could be ping problem.
probably ping problem. i have that issue with e5s when you get short/big knockbacks. I seem to have placed myself properly, but then i died getting hit by the horses after. to me it looks like i died at the edge of the platform. to my raidmates i died in the center. so yeah, ping problems. it only happen sometimes.
@MTQcapture I have a question , even tho it's kinda very very old now , At the 6th hands of hell , when there is the airbump as well , let's say i'm the tank/healer , where Am i supposed to head after the airbump has been dropped? You see , my issue is that i often get in the way of my partner or they move alongside with me. At first i thought that after you drop airbump, the tethered player needs to move behind the airbump aoe and the partner move to the left/right and then in the safezone . But doing that doesn't give much time for the player to move across the eruption? I'm watching more and more So basically the tethered player cleanses airbump , moves away ( with the partner out of the way) and move cross the eruption without being hit by airbump?
In fact as a tank/healer, you've got to rotate to cardinals right after the airbump area is dropped, while dps stay in betweens cardinal to avoid airbump (NW, NE, SW, SE). This way, when Rakta dashes, the tank and healers don't get stunned. Right after the dash you can head to safe area (center of map). Don't forget that, if you're tank, there's a tank swap right there.
Just incase you didn't get this answered you. If you cut the tether, the damage that is incoming to you, will go to someone random, most likely killing them unless it was a tank.
To make this easier: 1. Look for the clone that will kick the orb to the middle (where you are). 2. Look for another clone beside that will kick the orb. Any clones facing the wrong way can be ignored. 3. Keep looking for the clone until you see the last one that will create a safe spot for you. You usually have to look for 2-3 clones. 4. Move there once the eruption AOE appears.
Don't even bother it can be cheesed just mitigate and after baiting orbs in the middle have everyone move south to pre position dps for their thether it does minimal damage and the debuff falls off quick
It was really weird progging this fight in pugs largely due to that. I think its intended because why else would there be the Garuda razors, if the tank on Garuda dies and is raised for the doubles the can't double provoke Garuda AND Ifrit to take the first hit, yet I ran across healers who loved it and healers who hated it, despite me explaining that Hands of Flame itself won't kill anyone. The ones that hated it just insisted that it was killing people despite it being the only damage going out other than autos. At the very least the clear party I was in did the slicing version with no problems, don't know what the other's issue was.
@@FlippyMcGiantDad Yeah, there's no reason for the tanks to swap during ifrit + garuda and the tether breaker comes out right during that phase, there's no reason to waste an invuln + uptime during that, and the hit doesn't one hit anyone, it only does around 50% roughly from what I've seen and usually everyone's stacked so we can just run out and original tank still tanks the 2nd hit. Rather have the healers save benediction or mana for something else rather than a wasted invuln heal (especially when there's a tight window for some). Otherwise what's the point of them spawning during that tether?
They all kick it, but each one kicks it into another clones spot, so only the last ifrit clone in this chain will no longer have a ball near them. Look for the ifrit that is farthest from any other clones, that one won't have another ball kicked into their spot
be me, cleared old man centaur with just a couple of wipes "oh hey, eden savage got easier compared to last time eh? hahaha" then i met this married couple and they whooped my ass 4 days straight remind me to not be an arrogant a-hole in 3rd part later
@@giggz1667 I dont even know what you're talking about. These explanations of the videos are fine. Theyre not that hard to understand. Go here do this do that and do the amount of dps required, because if you dont you won't clear unless you're being carried. To change that, you have to fully understand the class, adjust your rotation based on fight requirements and if you can, get better gear. And your response was, braindead comment.
Basically the people how downvote are the people who are too chicken shit to try and attempt this simply because there's too many mechanics and too much to remember. That's why it's called savage, It's suppose to be difficult. You people just want the best shit and don't wanna work for it.
@@agatechristin8853 good luck on 7s. It's even more of a nightmare to deal with on controller due to teleports. I had to change my movement and camera settings a lot for that fight since you cant rotate your character manually in legacy unless you go into first person.
Like always. I remember Tsuku ex being a pf hell since there were so many styles of doing the meteors. But I'd rather have a guide focusing on a way THEY found most useful and easy. Ain't nobody got time for a guide that explains multiple ways for every individual mechanic, especially Mizzteq
@@taco_sensei Actually there is only 1 way to do that in PuGs which is totally different from this guide. Plus, both Split+Orbs and Kick mechanic is not so well explained or slightly inaccurate.
@@necloe I generally look at Mizzteq guides as guidelines or timelines of mechanics and not really "do this and do that for x and y mechanic" These type of guides are more useful for groups like myself that come up with our strats and not pugs that require set in stone strats. JP macros are better for pugs since they are static and more safe oriented.
As much as I love and watch Mizzteq's guides (and I use them for my static) this video is missing some very important mechanics at the end during the LAST Tank/Healer tethers and DPS tethers at 11:57 and has caused much confusion for me in PUGS.
During the last tank/healer tethers, the dps must stand at cardinals to avoid getting hit by Rakta's charge or they will get the light-headed debuff, stunning and killing them during the next mechanic.
Likewise, during the last dps tethers, the tanks/healers, after taking their air bumps away, MUST rotate to the cardinals and also avoid getting hit by Rakta's charge, or their own light-headed debuff they got from their own tethers will stun and kill them. They CANNOT move directly into the safe zone until they avoid this charge.
Something also to note was at 7:08, if the tank has the ifrit tether, they can use the cutters to untether themselves and ifrit will automatically jump to someone else with the initial punch, leaving you with the brunt end of the tank buster. This helps with not needing to use the invuln for just this and allows either tank to take the busters as intended. Whether one just has to provoke like normal or just cut the tether and proceed to eat the latter half of the tank buster.
@@TheShadowfan9000 The tankbuster dealie during the Ifrit+Garuda phase does appear to work. The first hit of the tankbuster (the one from the tether) doesn't seem to hit that hard at all so there's no problem just letting it go to whoever it ends up going to after you clip it. You just have to make sure folks are ready for the resulting puddle that shows up afterwards. Should make the later parts of the fight a lot easier with an extra invuln.
@@meatharbor yeh :v
Man, out of the 3 guide vids that were posted not one mentioned this!!!
My group just got to this phase cleanly and I was wondering if that last charge was the one concussing me. Too bad our raid had to end before I could test it!!
@@jopet216 The other tank in the learning party I just left was trying to tell me this, but it's a lot easier to absorb this information when 7 people are not waiting on me. Makes total sense now.
Quick note, to see the safe spot, just find the ifrit that is looking at another ifrit. That will be the safe spot. ex. north ifrit is looking at NE ifrit, north is safe spot. The ifrit that is safe tends to be turned quite a lot
Wow thanks that might help me
@@Pikachu-qr4yb this is not necessarily true, there will sometimes be 3 ifrits looking at eachother, i made a good vid about it on my channel
And then there's soccer cheese, where you just say "screw damage, we'll just soak one and not think." Just go north for soccer cheese.
tbh these savage raids aren't so bad once you get used to them but its the fucking pf and que times that are horrendous for this one and if you fuck up a few times, even if its practice session people get tilted and leave
Such a great video. I did my first practice with it until conflag. Definitely need to study it more but it was such a great help!! Thanks :D
I'll need this when I'm actually able to do Savages
I believe in you
I believe in you, never give up, always keep up the good vibes
My impressions during the first few minutes: Oh, this looks quite easy!
Me at 7:00: Oh no..
Me from 11:30 on: Oh nooo!!
Conflag Strike is literally the only 'hard' mechanic and I saw enough PF parties dissolving to that. Took forever to get this kill on a relatively easy fight.
It’s easy as all hell. Even E2S was more of a pain in the ass than this one
*E2S soft enrage PTSD intensify*
I'll usually watch the video a few times and think I'm ready to go in... so I go in and completely forget the video. XD And it's like... oh no.
@@kamiya4700 My static calls it the f*ckening
What is not mentioned:
These mechanics occur FAST. The timeslows in the video, they're not for dramatic effect or clarity, they're because the mechanics occur A LOT faster than the explanations.
Yes! Like conflag Phase you have to Dodge the Green linkes REAL QUICK and after the blue circles get behind him REAL QUICK, no time for slidecasts.
thank you so much!Our party will start E6S this week,your video help a lot!
I freaking love the way you explain and show ppl how to do all the mechanics 😻 thanks to you i learn all the fights soo good and well
Your guide will be our savior for our static's prog for Thursday! :3
Why does the wind orb furthest away from the camera at 10:00 target the dps in the middle of the arena when Mizzteq, being the tank behind the fire pillar on the opposite side of the arena is clearly further away than any of them? Something in that mechanic's explanation does not add up.
Edit: Asked around and the guide has an obvious error: They target the furthest DPS, not the furthest player overall.
Thanks a lot for your guides.
As a tank main....this scares me
fr, one fuck up it's a wipe.
thank you mtq, very cool
Amazing guide as always, love your work!!
Tfw the bosses turn into tank and offtank and provoke your party
Oh shit, you're right.
So, I had a question about the Occluded Front during the Ifrit & Garuda phase where Ifrit kicks one of the orbs; in my mind it would make sense that, since Ifrit is booting an orb out of the way, the safest place to go after the eruptions are placed is wherever Ifrit himself is, but in the video (around the 7:34 mark) the raid instead runs at an angle. Is there a particular reason for that?
I assume because they are trying to avoid being pushed into the center, and also just habit from normal positioning.
@@LouieGT You know I actually didn't think about the knockback potentially carrying them into the eruptions. That makes a lot of sense, thanks for pointing it out.
Great explanations! THANK YOU!
the M/F debuff mechanic is such a pain, i was hoping for a fight in which you could alternate between the two.
They probably do this because the fused boss has HP based on remaining HP of Ifrit and Garuda averaged together. Some jobs have really high AoE damage and if they could hit both at the same time, you'd have strats where you stack them together and burn them down with BLM and SMN or something. By splitting 4 per boss, it really reduces it
At 6:00 how the hell do you tell which clone is going to kick orb away?
whichever one is looking in the direction of the orb
Look for a traitor clone that will keep the ball into another clone
I love the guide; I've completed it before it though.
You always bring good information to the table, though I have to admit that I find it funny at the end everyone you are clearing it with is almost dying as you explain the mechanic over it. I found it worth noting, haha.
I wonder how quick this fight will be unsynced currently in EW?
thanks you so much !
People in my conflag practice parties seem to not understand the concept of directions or something because in conflag phase, half of DPS is on the other side while half of tank/healer is on other side lol. And not even mentioning tanks who forgets all Hands of Flame provoke.
guys help I keep getting clipped by an orb in the first garuda phase 3 orb pattern 3:08. I'm standing at (what i believe) to be the exact halfway point between two orbs. even when my paired player is standing exactly on top of me, i always die and they don't.
are you supposed to just stand still after you get knocked in? I always try to last minute adjust by backpedalling in the opposite direction to where i got knocked inwards but I just end up being clipped by the outer orb
I also adjust after the knock back, but instead of backpedal I actually face away from the arena and run away from the orb, works great on me. It could be ping problem.
you can walk backwards after the push a bit to be safe
probably ping problem. i have that issue with e5s when you get short/big knockbacks. I seem to have placed myself properly, but then i died getting hit by the horses after.
to me it looks like i died at the edge of the platform. to my raidmates i died in the center. so yeah, ping problems. it only happen sometimes.
No pun in the intro? =( Great guide as always though, you carry this community through every patch!
That's a bit of an over exaggeration . It's a helpful guide, but hardly carrying anything.
@MTQcapture I have a question , even tho it's kinda very very old now , At the 6th hands of hell , when there is the airbump as well , let's say i'm the tank/healer , where Am i supposed to head after the airbump has been dropped? You see , my issue is that i often get in the way of my partner or they move alongside with me. At first i thought that after you drop airbump, the tethered player needs to move behind the airbump aoe and the partner move to the left/right and then in the safezone . But doing that doesn't give much time for the player to move across the eruption? I'm watching more and more So basically the tethered player cleanses airbump , moves away ( with the partner out of the way) and move cross the eruption without being hit by airbump?
In fact as a tank/healer, you've got to rotate to cardinals right after the airbump area is dropped, while dps stay in betweens cardinal to avoid airbump (NW, NE, SW, SE). This way, when Rakta dashes, the tank and healers don't get stunned. Right after the dash you can head to safe area (center of map). Don't forget that, if you're tank, there's a tank swap right there.
did she just split the "split into 4" audio into 4 audio clips 😂😂
what a madlad
Is there a reason why we don't cut the tether at the beginning?
Just incase you didn't get this answered you. If you cut the tether, the damage that is incoming to you, will go to someone random, most likely killing them unless it was a tank.
i just can't tell how to determine which ifrit clone will be kicking his orb is there a way to identify it
look at where it's facing, where it's facing is where it'll kick, it can kick in the wrong direction (facing away) to trick you.
... yeah the clone is either looking at the orb or NOT looking at the orb lol. Just look at the clones they all kick in the direction they are facing.
To make this easier:
1. Look for the clone that will kick the orb to the middle (where you are).
2. Look for another clone beside that will kick the orb. Any clones facing the wrong way can be ignored.
3. Keep looking for the clone until you see the last one that will create a safe spot for you. You usually have to look for 2-3 clones.
4. Move there once the eruption AOE appears.
Don't even bother it can be cheesed just mitigate and after baiting orbs in the middle have everyone move south to pre position dps for their thether it does minimal damage and the debuff falls off quick
Why does this always look so easy when you do it? XD
I F***ING KNOW RIGHT?!?
Mechanics are easy to do when you're alone, but hard when you have to coordinate with seven other people.
Does the tethers during the fire tornados go away after the 5 conal blast from those fire tornados?
The fire tornado blasts 5 times, after that the tornado goes away and your chain debuff goes off immediately.
@@TheyCallMeLeafy thanks for the tip
Nah, cutting tether on the split hands of hell is alot better and keeps uptime up and you save your invuln and can use it for tornadoes.
It was really weird progging this fight in pugs largely due to that. I think its intended because why else would there be the Garuda razors, if the tank on Garuda dies and is raised for the doubles the can't double provoke Garuda AND Ifrit to take the first hit, yet I ran across healers who loved it and healers who hated it, despite me explaining that Hands of Flame itself won't kill anyone. The ones that hated it just insisted that it was killing people despite it being the only damage going out other than autos.
At the very least the clear party I was in did the slicing version with no problems, don't know what the other's issue was.
@@FlippyMcGiantDad Yeah, there's no reason for the tanks to swap during ifrit + garuda and the tether breaker comes out right during that phase, there's no reason to waste an invuln + uptime during that, and the hit doesn't one hit anyone, it only does around 50% roughly from what I've seen and usually everyone's stacked so we can just run out and original tank still tanks the 2nd hit.
Rather have the healers save benediction or mana for something else rather than a wasted invuln heal (especially when there's a tight window for some). Otherwise what's the point of them spawning during that tether?
I'm the type to get hit by every attack lol.
Kinda dropped the ball on explaining the spark strike.
The NOPE fight
Raktapasta :D
This just made me forget the correct spelling.
I was rather amused when the annotations spelled it Raktapaska, because "paska" is Finnish for shit.
Hold up....HOW DO YOU EVEN KNOW WHAT CLONE KICKS THE AOE BALL THINGY?!?
They all kick it, but each one kicks it into another clones spot, so only the last ifrit clone in this chain will no longer have a ball near them. Look for the ifrit that is farthest from any other clones, that one won't have another ball kicked into their spot
@@booleanillogical4757 That sounds so much easier said than done, but I will try it nonetheless. Thanks sincerely.
@@Chasandor I read somewhere that the safe spot is the one that kicks to another clone
not bad this time around
Garuda and Ifrit are a joke to me. (just started the game last week and fought them in msq trials)
You guys didn't get the clear in that attempt right? 0,6% and enrage... lol
Thanks Miz
-Genesis Rhapsodos’ from Hyperion
be me, cleared old man centaur with just a couple of wipes
"oh hey, eden savage got easier compared to last time eh? hahaha"
then i met this married couple and they whooped my ass 4 days straight
remind me to not be an arrogant a-hole in 3rd part later
may you not have to be reminded to not be an arrogant a-hole ever again
@@pasteldreams5413 reminder appreciated, but 5.4 when?
@@Saihamaru Be humble for Cloud of Darkness and more..! E9-12
@@WishBear my hands are trembling from all the hypes and excitement
may tomorrow comes faster!!
Not happening with a full time job and kids lol
Hi
The quality of the explanations has dropped by a lot.
If you're a long time savage raider you shouldn't need detailed explanations. There are always similarities to older mechanics in newer raids.
@@-LucidDreamer- brain dead comment
@@giggz1667 im sure your ability on XIV is braindead like 95%+ of the population
@@-LucidDreamer- you dont have object permanence
@@giggz1667 I dont even know what you're talking about. These explanations of the videos are fine. Theyre not that hard to understand. Go here do this do that and do the amount of dps required, because if you dont you won't clear unless you're being carried.
To change that, you have to fully understand the class, adjust your rotation based on fight requirements and if you can, get better gear.
And your response was, braindead comment.
This seems really simple compared to the Ramuh clusterfuck.
Don’t hit the bacon lol
Basically the people how downvote are the people who are too chicken shit to try and attempt this simply because there's too many mechanics and too much to remember. That's why it's called savage, It's suppose to be difficult. You people just want the best shit and don't wanna work for it.
This guide seems premature.. you got lucky with some mechanics
strike spark is a really unfair mech to deal with on ps4
it'll be challenging, but I'm sure it can be done.
@@agatechristin8853 Ah yes. Just let me turn my camera rotation sensitivity dial up to 100
@@waifudestroyer2120 Thanks for the suggestion, actually. I'm gonna do the same haha
@@agatechristin8853 good luck on 7s. It's even more of a nightmare to deal with on controller due to teleports. I had to change my movement and camera settings a lot for that fight since you cant rotate your character manually in legacy unless you go into first person.
@@waifudestroyer2120 I'll manage.
How can this have any dislikes lol? Wtf people
White Brenda Young John Brown Karen
What on god's green earth is this cancer
ya got feet?
Fk this I'm out .
7:10 do not use this shit guide, you can cut the hand of flame tether with garudas line aoe. Do not waste an invuln for hand of flame 🥴
Very generic TBH. Moreover, some mechanics are dealt by PuGs in totally different way.
Like always. I remember Tsuku ex being a pf hell since there were so many styles of doing the meteors. But I'd rather have a guide focusing on a way THEY found most useful and easy. Ain't nobody got time for a guide that explains multiple ways for every individual mechanic, especially Mizzteq
@@taco_sensei Actually there is only 1 way to do that in PuGs which is totally different from this guide. Plus, both Split+Orbs and Kick mechanic is not so well explained or slightly inaccurate.
@@necloe I generally look at Mizzteq guides as guidelines or timelines of mechanics and not really "do this and do that for x and y mechanic" These type of guides are more useful for groups like myself that come up with our strats and not pugs that require set in stone strats. JP macros are better for pugs since they are static and more safe oriented.
@@ZulyGD JP macros are fuckin garbage