A quick TL;DW What my guide shows: DPS in first on inter, TH in 2nd on cardinals (Same-baits now has a mini-guide for people that prefer that), True North clock spots (but I explain relative at the start, they both work fine), I show both how to resolve elevate and eviscerate by getting knocked to a new tile or in same tile, LPs E/W for shockwave. Raining cats is LPs on S corners, tethers on N corners, LP1 in, LP2 out (I also show a tank invuln method that's an option. This mechanic might need a mini-guide if there's a much easier solution to it). Sorry if I show things slightly differently from how you cleared day 1!
I think both work fine, only advantage I would consider with having Supports bait first is that is leaves E/W open for the party stack so no need to decide on NE/SE or whatever.
I did a few parties with same spots baits with TH baiting first. I honestly prefer it much more than the normal way to do it. It gives so much uptime to casters and its a lot less movement overall.
the "meow" when you say "try to kill the boss before the final tile breaks or it's game over" is perfection. Thank you cat for this invaluable participation to the guide video
Your commitment to timely standardized guides is an inspiration and boon for the community and a benefit to SE themselves, giving opportunities to newer players to overcome their doubts and anxieties. Thank you for everything you continue to do sir.
I got my first M1S clear a hour ago all thanks to your guide Hector, thank you very much for taking off time and making these masterpieces of visual guides which have helped hundreds of thousands of players clear this!
New aether PF braindead strats Mouser - Completely ignore whether it is slam or knock and just stand on the corner of an uncracked square and look at the furthest corner... this also makes it way more obvious where the baiter is if everybody is doing the same strat Quadruple Crossing - Often called "same side" bait - all baits are done on intercardinals, making cardinals safe everytime The movement for quadruple crossing is as follows: First group bait on intercardinals First group dodge to cardinal and stay there for the entire mechanic Second group bait on intercardinals Second group dodge to cardinal and stay there for the entire mechanic Way less movement so ideal for casters
When I saw your guide out, I WAS SO HAPPY. I was getting so confused, as to why she jumps in a different corner to what I tracked for the second nine lives. :| searched and searched, and only your guide thus far actually says, that she moves to the same corner as where the original is facing. It's such a crucial thing! So thank you Hector. LOVE your guides!!!
Always appreciate your guides Hector! The top-down view of the fight helps me visualize what you're explaining so much and I just wanted to show some appreciation for the work you put in for the community!
I just got a clear thanks to this guide making all of this seem so easy. You keep carrying me through this fights I appreciate these keep up the good work.
if you do support first and dps move for partners, then 2 of your pairs end up going to the same EW for both LP and partners, and you can just stack on E/W for leaping quad LP stack w/o needing to determine LP intercards. Less error that way.
this is my first attempt at savage content. we've got a really chill static and your guide is the one we used. we almost saw the full fight in one night, even with another new savage player! super helpful and very thorough, which i appreciate immensely
Thank you Hector, my friend and me have AuDHD and your guides are the sole reason why we actually manage to do stuff like that. Your voice is really nice to listen to and you make it very easy to focus. Thank you so much ♥
@@everilliem3292 concentration and focus are quite important primary skills for raiding, anything that interferes with your ability to do those things obviously would have an impact
@@everilliem3292 Please be quiet when you don't know what you're talking bout and let me express my gratitude in peace. I also recommend possibly spending some time in school and learning how to read properly since I didn't say ADHD.
AuDHD person here too, and it's also the same for me. Hector's guides are the easiest for me to understand because he takes the time to break everything down 😊
@@nanascarlet1607 Being autistic doesn't make you special either. For all I know you couldn't spell, imagine dumping 2 differently diagnosis together just to feel EXTRA special.
For the first mechanic, it's less movement when people take the bait at cardinals and dodge out at inner cards. Our group did supports first, then they would swap with DPS. DPS baits and then both will sit at their inner cardinals for the echos. Easier, less movement and remembering to dodge the echos when they only go to cardinals. Of course, this can be done by baiting only inner-cards and keeping the safe spot at cardinals.
Thats what I figured out with my group as well. We'd bait the protines always at cardinals. So inters would be safe. Plus melee wouldn't NEED to pop true north for positional.
Its the same amount of movement. Example cards in get hit then cards go out, intercards get hit then stand still while cards go to them then both move to cards. Your way cards go in and get hit then both adjust (like you otherwise would do on 4th hit) intercards get hit on card (like normal) then move back to intercards (like card would normally do for 3rd hit. The only difference is who does the moving. Dps or supports
@chosendark1 by prepping it so both follow up attacks can be avoided by sitting intercard, you give casters additional time to stand in place and cast. Doing the card >intercard bait gives the same net standing-still time for the duration of the attack itself, but the former method allows the standing/casting time to continue through the end of the attack into the next phase.
@@doodadad but the original method that hector shows gives the time to the dps during the opening burst not after it has finished so you have the dps moving around while trying to do openers instead of doing as much damage as they can and then moving once. Again both are the same strat in terms of movement its just the time the movement happens during the mech and who does the movement.
Thanks so much for your wonderful guide as always, Hector! I was pleasantly surprised to see that my static had made almost identical strats to yours for the parts of the fight we saw, and this video will help us to clear really quickly. Your hard work is sooo appreciated!!
Thank you so much for this. Lays out each mechanic so cleanly. Even though my own static is using different strats for some, showing how they go off means I can easily transfer it to the macro we will use. Appreciate the work you do every single tier for people who work better with explanations set up this way compared to a player view.
I'm new to Savage content and lost my 🌱 not too long ago and have watched lots of videos but this is by far the best. Thku for making it make sense finally.
first time i've ever watched one of your videos not to learn the fight, but to see where your strats differed from my static's, and i gotta say, figuring everything out yourself is actually a lot of fun
THANK YOU for this amazing guide! I was essentially blind progging with some of my static yesterday with only a hastily written guide that had a lot of mistakes and info left out, and I was realizing just how terrible of a player I am without your guides lol. You absolutely didn't have to get this video out on day 2 but you did anyway and I really appreciate your dedication to this community! Also the random meowing in the guide killed me.
My team made an ez trick for the first one-two paw. If she swipes left first you'll always be next to the cardinally placed copy on the right side. If she swipes right first you'll always be on the intercardinally placed copy on the left side. Our callout has been left-straight (safe by straight perpendicular copy, left swipes first) And right-diagonal (safe by diagonal perpendicular copy, right side swipes first.) No camera shenanigans that way
This was how we ended up figuring it out in PF as well. I would just call out Left-Right-Card or Right-Left-Inter depending first swipe, and then would know which clone to be near.
Similar but even less thought required imo: I go to the safe side and then stand just outside the wedge that the two clones trace out with their tethers (the big pizza slice, i.e. 3 small pizza slices).
Thanks for this! For Quadruple crossing, to make things easier my static chose to put the baits on cardinals for both DPS and HT. That way, when it gets replayed the party just chills at the intercardinals. This made it a lot easier than having to rotate. (I'm aware this is day 1 strat so not a criticism at all! Just a different strat in case someone is having a hard time with this one!)
For that devour mechanic at the end for melee uptime, you can go on the side with the first AOE standing just a bit behind her walk path, then after the 2nd AOE, you switch sides. After the 4th AOE, move closer to center line to handle one-two paw.
So that you don't have to think at all during the Double One-two Paw or even move your camera at all. If right is safe go to a cardinal one. If left is safe go to an intercardinal one.
For Mousser, it's always evens safe or odds safe under your marker layout. Instead of doing 4>3 / 4>3>2, you can do 4>3 or 4>3>4 which will give melee more uptime since the melee won't have to go to the north with the mt like they do for 4>3>2, and reduce caster movement considerably compared to what you show in the guide. This helps since there's an odd minute burst window there for some melee and caster jobs, meaning positionals and casts are going to be flying while trying to complete the movement. This may also make shot-calling easier for groups that have reliable shot-callers to tell them where to go.
For anyone who needs help with one-two paw reading, it's actually ALWAYS one of four patterns. if the boss does left-safe-right-safe, then standing just to the left of the INTERCARDINAL clone is always safe. If the boss does right-safe-left-safe, standing just to the right of the CARDINAL clone is always safe.
Just a note from an idiot raider: I kept getting confused, after watching both JP guides and this (amazing, by the way!) guide, as to how to determine if the second jump in the “Clones Shenanigans” section is to the left or to the right right - from my perspective as a MT, she was jumping forwards or backwards, not left or right. After rewatching your guide a bunch of times, I finally noticed what I missed: the small 90° turn the boss does towards the center of the arena as she gains the Nine Lives buff. From there on, one could (probably, haven’t had a chance to test this yet, hopefully tonight!) determine if the second jump is to the left or to the right. Thank you for such a speedy work on a ↕highest-quality↕ guide!
@@Levi_Skardsen Not sure if this helps, but I went in and cleared P8S for the first time a few weeks ago, but for phase 1 you should expect to do everything, somewhat normally up until Volcanic Torches/Fourfold Flames, and we got the clear pretty consistently during NA2.
I plan to go back into the fights with the new raid gear to see if there's anything you can do differently because of the unsync to make the fights easier.
@@jamesgreen3410 shouldn't even hit FF anymore, if DPS is good you'll typically kill at the start of the second transformation of animals 1. that's been pretty consistent in PF as of late. as for P2 you should kill during LD if dps is good, or have to unfortunately do NA2 stack/spread.
I did p4s last patch unsynced and you can just expect to do everything up to first pinax and then get to p2 and do everything up to act 3 Probably with current patch bis gear (as of writing this), you may be able to kill before those mechanics lol
Excellent guide as always! A few tweaks/thoughts I had to make things cleaner: - Supports go in first for Quad Crossing, this way when it gets mixed with the LP/pair stacks later, they can always be in the exact same spots on the cardinals, without people having to rotate to an intercard. Less risk of confusion, which is big in PF lol - I'm almost certain that Mouser always has 2 overhead punches and 2 uppercuts. Because of this, and because of the tile pattern, the party should be able to stay on the same side longways, while the marked players bait on the opposite side. In other words, say the tiles are running north and south. Party stands on the west column, marked players go to the east column. If you're getting hit with an overhead, you stand on one of the good tiles. If you're getting uppercut, you stand on a cracked tile. That way all the cross-shaped AOEs happen on the east side, and the party only has to move for the two tiles in the center of the column. If I'm wrong about it always being 2 of each move tho, this won't work.
Your guides are always my go to. Appreciate you taking your time and being very detailed with useful visual info. Happy and Xeno or whoever may finish day 1 but their videos suffer from being rushed messes that don't really cater to the average player: eh people that clear in a month or two not week 1 clearers
I never knew what they meant by "Hector Strats" I get it now! I'm new too high end content and wanted to let you know i appreciate your hard work on these videos
Hector really figured out that the sum of the squares of the sides of the non-cracked square is equal to the distance of the knock squared. He has thus named his strat, Hectorean Theorem.
After mouser when the platform respawns is always opposite the safe spots when the tiles were breaking. So if 2 and 4 are left to stand on at the beginning then 1 and 3 will repair first at the end of the mechanic.
For raining cat, you can just tank cheese all tethers. Tanks can just take the first tether or kitchen sink 1/2. First one doesn't really hurt so you can just use personal mits for that as well. Invuln 3/4. Melees on C for uptime and H1, range can be right behind of melees.
My group is doing mouser jumps without moving the party which I think is one of the easier ways to do it and with full uptime. with your waymarks/good tiles in the video we do it like this. People that need to stand do it on the tiles opposite of the group (1 and south of 4) and people who need to get knocked up stand on 1 and just aim it.
To make you raining cats even easier : same as tank invuln but * stack ranged/heals full south * melee in south but mid of hitbox * tanks just outside of the melee * rest is same. This is to ensure that tethers are taken with ease
Not sure you'll respond to this, but is there a reason you and other guide makers elect to bait quad in 8 different spots instead of just having the DPS and supports trade spots to keep the baits and safe spots the same? Also for Mouser, I think it's better for DPS to do a 4 - 3 - 4 movement instead of 4 - 3 - 2 in the event that you have to move twice. It lets melee keep the rear positionals.
i really wish i understood what you mean at 8:03~ ... turning the debuff doesn't really help me understand what "leap happens relative to the way the clone is facing" means, but that's probably a me problem. thanks for your guides, they are really good
The clone is facing south. Imagine you are the clone. Left, from the clone's perspective is towards NE (the 2-marker). In short, if the clone is upside down, their "left" is your "right".
2:15 There is a much easier strat for Double One-Two Paw, since there are only two safe spots technically. The intercardinal clone safe box is always to the left of it, and the cardinal clone is always to the right. So When you dodge the second claw, move into the cleave area of where that claw struck. Then when the clones appear see which safe spot, mentioned above, is in that cleave area.
For clones, what I found most helpful is realizing: if Black Cat's cleaving inside first, the outside will ALWAYS be safe when the clone repeats the mechanic--no matter which side the clone dashes to or which clone she imprints. If Black Cat cleaves outside first, inside of the clone will ALWAYS be safe first. After that, it's just a matter of determining which way the clones will dash.
Highly recommend having both supports and dps bait the 4 cones in the same spots (like all players always bait on cardinals and all players not baiting always stand on inter-cardinals). My team started doing this, and it's really nice because it means that the copied second set just pulses twice on the same positions, and you don't have to dodge it again!
Uwu tea dsr top does have those i think where the boss dont kill all the party immediately instead they begin with party member that does the lowest damage to lastly kill the highest damage party member
Dun Scaith the first boss does it. After every round of mechanics, he makes an additional 1/8th of the platform unsafe until the whole thing is covered. But at this point, you probably need like half the alliance dying repeatedly to see that
for Mauser 1: We move with the group from marker to marker 1->2->3->4 and the knockback/stun guys use the unbroken platform diagonally from the grp (example: grp on 1, mechanic on 3 or the platform further away from 3, if 3 is broken) using the cheese strat (stand on an unbroken platform, getting knocked diagonally). Movement for the grp is consistent and easy, the one playing the mechanic has to look for the first unbroken platform diagonally from the grp. Maybe the explanation wasnt perfectly clear, srry for that, best my english allows xD
The cat meow right as the mechanic goes off at 9:11 is actually so hilariously timed especially when the boss for this guide is Black Cat. Made me die laughing, I thought it was intentional at first.
4:37, you only need to know which inner tile she targets with the 5th set of aoes, that one and the one diagonal of it will be safe after it's hit once.
just wanna clarify for that the plate breaking part of mouser, 3 and 4 also follow the exact same pattern and keeps dps on the 2 tiles behind the boss. Of course its still the same concept as what you have but has a tiny simplification to it
I started today trying to get a week one clear I'm semi struggling because I really only knew how to do p9s on a casual static group any advice would be appreciated as a sch,SGE player for M1s
How...do you deal with the "Devour mechanic which we saw earlier" that we didn't see earlier? Is there some pattern or something? I couldn't find it earlier in the video. When "earlier" did we deal with it? o.O
I heard a cat in the background when you spoke about the final mouser tiles/enrage. It miauwed when the last tiles broke in your animation, couldn't be more on point😁
for waymarks, consider an alt waymark set up with 1234 on where the clones jump for nine lives two--makes it so you can just call "1" or "3" or whatever instead of adding another left/right/northwest/etc callout to an already pretty disorienting mech
fun fact for mouser 1 and 2 you can completely ignore the knock back mech by positioning on a corner of the square facing diagonally across as its knock back is only 1 tile and the diagonal of any square is longer then it would be if straight which allows u to land on the same tile
Great guide but I feel the only concerning bit in PF right now is if they do the corner to corner bit for Mouser. Granted there's a fair bit of time before it goes off - but I feel like it's harder for the party because if they take an inner corner it can be hard to tell what the person being knocked is about to do with shuffling in-between.
worth considering just assigning tiles during Mouser. Group 1 goes North or West, Group 2 South or East. Healers/Ranged far tiles, melee/tank close tiles. That way everyone gets uptime and the rest of the party knows exactly how to dodge the aoe
A quick TL;DW
What my guide shows: DPS in first on inter, TH in 2nd on cardinals (Same-baits now has a mini-guide for people that prefer that), True North clock spots (but I explain relative at the start, they both work fine), I show both how to resolve elevate and eviscerate by getting knocked to a new tile or in same tile, LPs E/W for shockwave. Raining cats is LPs on S corners, tethers on N corners, LP1 in, LP2 out (I also show a tank invuln method that's an option. This mechanic might need a mini-guide if there's a much easier solution to it).
Sorry if I show things slightly differently from how you cleared day 1!
I think both work fine, only advantage I would consider with having Supports bait first is that is leaves E/W open for the party stack so no need to decide on NE/SE or whatever.
Yea its nice having ppl bait on same spot for quad cus it's just sitting in place for the two followups
I did a few parties with same spots baits with TH baiting first. I honestly prefer it much more than the normal way to do it. It gives so much uptime to casters and its a lot less movement overall.
If you have supports bait first the cleaves from boss then e/w will be safe when she leaps to side making for easy light party positions.
Thank you so much for making a TL;DW, you made the pf experience a bit less painful
Happy to report that 8 clones are summoned over the course of the fight, meaning she does indeed have 9 lives.
Sad to report. I'm german and we are told she has 7 lives 😢
@@lillyonyt4526 same, but we say 9 leben too, prob area difference then
@@lillyonyt4526 more like nein lives hah gottem
@@karasutsuki1733 its the translation in english her attacks says nine live while for unknown reasons german translation says seven lives
@@Ancient_Reboot It's because in german the saying goes "Cats have seven lifes", rather than nine
the cat meow at 9:11 really makes this video
my life is complete
it popped again at the end of the guide :D
@@paupascualramirez9979 it would be much better if it's hissing cat for that one 😂
@@blushingralseiuwu2222 I bet it was a sad mew. There is no cat representation in FFXIV man :(
Meow
Hearing your cat meow really made me feel like I was in the fight. Very immersive, 11/10.
the "meow" when you say "try to kill the boss before the final tile breaks or it's game over" is perfection. Thank you cat for this invaluable participation to the guide video
Your commitment to timely standardized guides is an inspiration and boon for the community and a benefit to SE themselves, giving opportunities to newer players to overcome their doubts and anxieties. Thank you for everything you continue to do sir.
Used the guide and got my clear in under 3 hours of PF prog. Eagerly awaiting the M2 guide. Keep up the good work.
I love the cat in the background. This is my new favorite raid guide because of it.
14:06 that "meow" on enrage is the best
"We're not worthy! We're not worthy!" - Wayne's World. This (and the same baits supplementary) guides are SUPER helpful!
I got my first M1S clear a hour ago all thanks to your guide Hector, thank you very much for taking off time and making these masterpieces of visual guides which have helped hundreds of thousands of players clear this!
Thank you Hector for all the amazing guides. You've helped me out ALOT!
New aether PF braindead strats
Mouser - Completely ignore whether it is slam or knock and just stand on the corner of an uncracked square and look at the furthest corner... this also makes it way more obvious where the baiter is if everybody is doing the same strat
Quadruple Crossing - Often called "same side" bait - all baits are done on intercardinals, making cardinals safe everytime
The movement for quadruple crossing is as follows:
First group bait on intercardinals
First group dodge to cardinal and stay there for the entire mechanic
Second group bait on intercardinals
Second group dodge to cardinal and stay there for the entire mechanic
Way less movement so ideal for casters
When I saw your guide out,
I WAS SO HAPPY.
I was getting so confused, as to why she jumps in a different corner to what I tracked for the second nine lives. :|
searched and searched, and only your guide thus far actually says, that she moves to the same corner as where the original is facing. It's such a crucial thing! So thank you Hector.
LOVE your guides!!!
Always appreciate your guides Hector! The top-down view of the fight helps me visualize what you're explaining so much and I just wanted to show some appreciation for the work you put in for the community!
"Stay alive as long as pawsibble."
he learned that one from misfits at mtq guides
BLESS YOU!!! May your pillow always be cold, your bread never get sale, and all your stoplights be green
I just got a clear thanks to this guide making all of this seem so easy. You keep carrying me through this fights I appreciate these keep up the good work.
thank you hector! your guides are absolutely invaluable, so so so much appreciated
if you do support first and dps move for partners, then 2 of your pairs end up going to the same EW for both LP and partners, and you can just stack on E/W for leaping quad LP stack w/o needing to determine LP intercards. Less error that way.
The cat meowing in your background makes this too good 😂
Always so impressed by your visual guides, thank you so much for all the work you do!
this is my first attempt at savage content. we've got a really chill static and your guide is the one we used. we almost saw the full fight in one night, even with another new savage player! super helpful and very thorough, which i appreciate immensely
Thank you Hector, my friend and me have AuDHD and your guides are the sole reason why we actually manage to do stuff like that. Your voice is really nice to listen to and you make it very easy to focus. Thank you so much ♥
ADHD has literally no impact on your ability to play a game or complete content.
@@everilliem3292 concentration and focus are quite important primary skills for raiding, anything that interferes with your ability to do those things obviously would have an impact
@@everilliem3292 Please be quiet when you don't know what you're talking bout and let me express my gratitude in peace. I also recommend possibly spending some time in school and learning how to read properly since I didn't say ADHD.
AuDHD person here too, and it's also the same for me. Hector's guides are the easiest for me to understand because he takes the time to break everything down 😊
@@nanascarlet1607 Being autistic doesn't make you special either. For all I know you couldn't spell, imagine dumping 2 differently diagnosis together just to feel EXTRA special.
For the first mechanic, it's less movement when people take the bait at cardinals and dodge out at inner cards. Our group did supports first, then they would swap with DPS. DPS baits and then both will sit at their inner cardinals for the echos. Easier, less movement and remembering to dodge the echos when they only go to cardinals. Of course, this can be done by baiting only inner-cards and keeping the safe spot at cardinals.
Thats what I figured out with my group as well. We'd bait the protines always at cardinals. So inters would be safe. Plus melee wouldn't NEED to pop true north for positional.
Its the same amount of movement. Example cards in get hit then cards go out, intercards get hit then stand still while cards go to them then both move to cards. Your way cards go in and get hit then both adjust (like you otherwise would do on 4th hit) intercards get hit on card (like normal) then move back to intercards (like card would normally do for 3rd hit.
The only difference is who does the moving. Dps or supports
@chosendark1 by prepping it so both follow up attacks can be avoided by sitting intercard, you give casters additional time to stand in place and cast. Doing the card >intercard bait gives the same net standing-still time for the duration of the attack itself, but the former method allows the standing/casting time to continue through the end of the attack into the next phase.
rip my Tenchijin :')
@@doodadad but the original method that hector shows gives the time to the dps during the opening burst not after it has finished so you have the dps moving around while trying to do openers instead of doing as much damage as they can and then moving once. Again both are the same strat in terms of movement its just the time the movement happens during the mech and who does the movement.
Thanks so much for your wonderful guide as always, Hector! I was pleasantly surprised to see that my static had made almost identical strats to yours for the parts of the fight we saw, and this video will help us to clear really quickly. Your hard work is sooo appreciated!!
Thank you so much for this. Lays out each mechanic so cleanly. Even though my own static is using different strats for some, showing how they go off means I can easily transfer it to the macro we will use. Appreciate the work you do every single tier for people who work better with explanations set up this way compared to a player view.
I'm new to Savage content and lost my 🌱 not too long ago and have watched lots of videos but this is by far the best. Thku for making it make sense finally.
first time i've ever watched one of your videos not to learn the fight, but to see where your strats differed from my static's, and i gotta say, figuring everything out yourself is actually a lot of fun
Hey, Hector. I already cleared m2s with my static, but my heart calls me to watch your guide despite the clear. So ty for the guide, the true GOAT
Thank you for a quickly made, thorough guide, Hector!
THANK YOU for this amazing guide! I was essentially blind progging with some of my static yesterday with only a hastily written guide that had a lot of mistakes and info left out, and I was realizing just how terrible of a player I am without your guides lol. You absolutely didn't have to get this video out on day 2 but you did anyway and I really appreciate your dedication to this community! Also the random meowing in the guide killed me.
Thanks a lot.
My team made an ez trick for the first one-two paw.
If she swipes left first you'll always be next to the cardinally placed copy on the right side. If she swipes right first you'll always be on the intercardinally placed copy on the left side.
Our callout has been left-straight (safe by straight perpendicular copy, left swipes first)
And right-diagonal (safe by diagonal perpendicular copy, right side swipes first.)
No camera shenanigans that way
This was how we ended up figuring it out in PF as well. I would just call out Left-Right-Card or Right-Left-Inter depending first swipe, and then would know which clone to be near.
Mine is I call the cardinal one south for the mechanic, left first means north north west, right first means south south east
Similar but even less thought required imo: I go to the safe side and then stand just outside the wedge that the two clones trace out with their tethers (the big pizza slice, i.e. 3 small pizza slices).
I just cleared my first savage last night. Thanks a lot for the guides!!
I finally got a fight down before you got a vid up on it. Still wonderful to see you doing vids again this tier, keep it up!
Thank you for this guide. It helped me get my first savage clear. ❤
Thanks for this!
For Quadruple crossing, to make things easier my static chose to put the baits on cardinals for both DPS and HT. That way, when it gets replayed the party just chills at the intercardinals. This made it a lot easier than having to rotate.
(I'm aware this is day 1 strat so not a criticism at all! Just a different strat in case someone is having a hard time with this one!)
Hector out here doing the lords work. Thanks for another amazing guide!
For that devour mechanic at the end for melee uptime, you can go on the side with the first AOE standing just a bit behind her walk path, then after the 2nd AOE, you switch sides. After the 4th AOE, move closer to center line to handle one-two paw.
So that you don't have to think at all during the Double One-two Paw or even move your camera at all.
If right is safe go to a cardinal one.
If left is safe go to an intercardinal one.
For Mousser, it's always evens safe or odds safe under your marker layout. Instead of doing 4>3 / 4>3>2, you can do 4>3 or 4>3>4 which will give melee more uptime since the melee won't have to go to the north with the mt like they do for 4>3>2, and reduce caster movement considerably compared to what you show in the guide. This helps since there's an odd minute burst window there for some melee and caster jobs, meaning positionals and casts are going to be flying while trying to complete the movement.
This may also make shot-calling easier for groups that have reliable shot-callers to tell them where to go.
For anyone who needs help with one-two paw reading, it's actually ALWAYS one of four patterns. if the boss does left-safe-right-safe, then standing just to the left of the INTERCARDINAL clone is always safe. If the boss does right-safe-left-safe, standing just to the right of the CARDINAL clone is always safe.
Thank you so much!!!
Just a note from an idiot raider: I kept getting confused, after watching both JP guides and this (amazing, by the way!) guide, as to how to determine if the second jump in the “Clones Shenanigans” section is to the left or to the right right - from my perspective as a MT, she was jumping forwards or backwards, not left or right.
After rewatching your guide a bunch of times, I finally noticed what I missed: the small 90° turn the boss does towards the center of the arena as she gains the Nine Lives buff. From there on, one could (probably, haven’t had a chance to test this yet, hopefully tonight!) determine if the second jump is to the left or to the right.
Thank you for such a speedy work on a ↕highest-quality↕ guide!
Question: Can we expect P4S, P8S and P12S unsynced guides in the future like Eden?
I hope so because life got in the way of me finishing P8S, and I'm still salty about it.
@@Levi_Skardsen Not sure if this helps, but I went in and cleared P8S for the first time a few weeks ago, but for phase 1 you should expect to do everything, somewhat normally up until Volcanic Torches/Fourfold Flames, and we got the clear pretty consistently during NA2.
I plan to go back into the fights with the new raid gear to see if there's anything you can do differently because of the unsync to make the fights easier.
@@jamesgreen3410 shouldn't even hit FF anymore, if DPS is good you'll typically kill at the start of the second transformation of animals 1. that's been pretty consistent in PF as of late. as for P2 you should kill during LD if dps is good, or have to unfortunately do NA2 stack/spread.
I did p4s last patch unsynced and you can just expect to do everything up to first pinax and then get to p2 and do everything up to act 3
Probably with current patch bis gear (as of writing this), you may be able to kill before those mechanics lol
Excellent guide as always!
A few tweaks/thoughts I had to make things cleaner:
- Supports go in first for Quad Crossing, this way when it gets mixed with the LP/pair stacks later, they can always be in the exact same spots on the cardinals, without people having to rotate to an intercard. Less risk of confusion, which is big in PF lol
- I'm almost certain that Mouser always has 2 overhead punches and 2 uppercuts. Because of this, and because of the tile pattern, the party should be able to stay on the same side longways, while the marked players bait on the opposite side. In other words, say the tiles are running north and south. Party stands on the west column, marked players go to the east column. If you're getting hit with an overhead, you stand on one of the good tiles. If you're getting uppercut, you stand on a cracked tile. That way all the cross-shaped AOEs happen on the east side, and the party only has to move for the two tiles in the center of the column. If I'm wrong about it always being 2 of each move tho, this won't work.
Your guides are always my go to. Appreciate you taking your time and being very detailed with useful visual info.
Happy and Xeno or whoever may finish day 1 but their videos suffer from being rushed messes that don't really cater to the average player: eh people that clear in a month or two not week 1 clearers
I never knew what they meant by "Hector Strats" I get it now! I'm new too high end content and wanted to let you know i appreciate your hard work on these videos
he's back when we needed him the most
as always, thank you for the guide.
and the "meow" is *chefkiss
Hector really figured out that the sum of the squares of the sides of the non-cracked square is equal to the distance of the knock squared. He has thus named his strat, Hectorean Theorem.
Good guides as always glad yout still doing them.
9:11 your cat is singing! :O
Got day 2 clear for the first time ever thanks to you!! I did not understand the leaping jumping section at allll
After mouser when the platform respawns is always opposite the safe spots when the tiles were breaking. So if 2 and 4 are left to stand on at the beginning then 1 and 3 will repair first at the end of the mechanic.
For raining cat, you can just tank cheese all tethers. Tanks can just take the first tether or kitchen sink 1/2. First one doesn't really hurt so you can just use personal mits for that as well. Invuln 3/4. Melees on C for uptime and H1, range can be right behind of melees.
Thank you for your amazing work as usual Hector! Your guides are gamechanging, really appreciating all the effort you put into making them! 💕
Thanks for the guides.......it helped me to understand the fight mech much better
My friends wanted me to comment that you single handedly have carried my raiding career in FF
Thank you for the guide!! Was really clear and helpful :)
Im a party finder raider, and without your guides it would be hell in there, thanks!
My group is doing mouser jumps without moving the party which I think is one of the easier ways to do it and with full uptime.
with your waymarks/good tiles in the video we do it like this.
People that need to stand do it on the tiles opposite of the group (1 and south of 4) and people who need to get knocked up stand on 1 and just aim it.
To make you raining cats even easier : same as tank invuln but
* stack ranged/heals full south
* melee in south but mid of hitbox
* tanks just outside of the melee
* rest is same.
This is to ensure that tethers are taken with ease
Not sure you'll respond to this, but is there a reason you and other guide makers elect to bait quad in 8 different spots instead of just having the DPS and supports trade spots to keep the baits and safe spots the same?
Also for Mouser, I think it's better for DPS to do a 4 - 3 - 4 movement instead of 4 - 3 - 2 in the event that you have to move twice. It lets melee keep the rear positionals.
THE HERO ARRIVES!! all jokes aside thank you for everything you do. You guides help me be a better player and catch me when I fall short.
Do TH in first. You can get party stack for that mech so having second safe spot be cardinals rather than intercards is preferable
Hector I love ur guides but ur cat is quite amazing in the background at 9:12 haha ~ Love the feature! :P
i really wish i understood what you mean at 8:03~ ... turning the debuff doesn't really help me understand what "leap happens relative to the way the clone is facing" means, but that's probably a me problem. thanks for your guides, they are really good
The clone is facing south. Imagine you are the clone. Left, from the clone's perspective is towards NE (the 2-marker).
In short, if the clone is upside down, their "left" is your "right".
It is crazy how we looked to MTQ for this before. time has passed
2:15 There is a much easier strat for Double One-Two Paw, since there are only two safe spots technically.
The intercardinal clone safe box is always to the left of it, and the cardinal clone is always to the right.
So When you dodge the second claw, move into the cleave area of where that claw struck.
Then when the clones appear see which safe spot, mentioned above, is in that cleave area.
For clones, what I found most helpful is realizing: if Black Cat's cleaving inside first, the outside will ALWAYS be safe when the clone repeats the mechanic--no matter which side the clone dashes to or which clone she imprints. If Black Cat cleaves outside first, inside of the clone will ALWAYS be safe first. After that, it's just a matter of determining which way the clones will dash.
Highly recommend having both supports and dps bait the 4 cones in the same spots (like all players always bait on cardinals and all players not baiting always stand on inter-cardinals). My team started doing this, and it's really nice because it means that the copied second set just pulses twice on the same positions, and you don't have to dodge it again!
Did anyone else notice that the vertical line on the "plus" at 6:35 is offset to the west when it should be centered on the platform?
The devil works hard but my man hector hectorson works harder holy shit
very interesting enrage! are there any other fights where the boss isn’t just casting an unsurvivable attack?
Uwu tea dsr top does have those i think where the boss dont kill all the party immediately instead they begin with party member that does the lowest damage to lastly kill the highest damage party member
Dun Scaith the first boss does it. After every round of mechanics, he makes an additional 1/8th of the platform unsafe until the whole thing is covered. But at this point, you probably need like half the alliance dying repeatedly to see that
@zanon3362 I've seen the Dun wipe twice. Though nowadays players tend to be better at it's mechs.
for Mauser 1:
We move with the group from marker to marker 1->2->3->4 and the knockback/stun guys use the unbroken platform diagonally from the grp (example: grp on 1, mechanic on 3 or the platform further away from 3, if 3 is broken) using the cheese strat (stand on an unbroken platform, getting knocked diagonally).
Movement for the grp is consistent and easy, the one playing the mechanic has to look for the first unbroken platform diagonally from the grp.
Maybe the explanation wasnt perfectly clear, srry for that, best my english allows xD
Icon's really help me,Thank you!
You can just go back to 4 for mouser where 3 is hit twice. MT can jump to diagonal opposite to prevent the boss from rotating after
Mousers are solvable marks N or E depending on arena, so the S or W tiles are always safe
Thank you this was huge I just cleared because of you!
The cat meow right as the mechanic goes off at 9:11 is actually so hilariously timed especially when the boss for this guide is Black Cat. Made me die laughing, I thought it was intentional at first.
That's a cool twist on enrage!
4:37, you only need to know which inner tile she targets with the 5th set of aoes, that one and the one diagonal of it will be safe after it's hit once.
Great guide as always! Thanks for helping me get throuhg the trials!
For Mouser 1, instead of going to 2, you can actually step back to 4. So, it would be 4 -> 3 or 4 -> 3 -> 4, making it a bit easier to remember.
Hector. You are the shit. I love your guides. That is all.
Thanks for the guide! Really helpful visuals.
just wanna clarify for that the plate breaking part of mouser, 3 and 4 also follow the exact same pattern and keeps dps on the 2 tiles behind the boss. Of course its still the same concept as what you have but has a tiny simplification to it
Thank you kindly sir. I will gladly use your guides to ruin my life for next 3 months with no regrets at all.
I started today trying to get a week one clear I'm semi struggling because I really only knew how to do p9s on a casual static group any advice would be appreciated as a sch,SGE player for M1s
How...do you deal with the "Devour mechanic which we saw earlier" that we didn't see earlier? Is there some pattern or something? I couldn't find it earlier in the video. When "earlier" did we deal with it? o.O
I heard a cat in the background when you spoke about the final mouser tiles/enrage. It miauwed when the last tiles broke in your animation, couldn't be more on point😁
for waymarks, consider an alt waymark set up with 1234 on where the clones jump for nine lives two--makes it so you can just call "1" or "3" or whatever instead of adding another left/right/northwest/etc callout to an already pretty disorienting mech
I highly recommend taking both cone Baits on Cardinals for the first mechanic. So the intercards are always safe for the rest of that mech
fun fact for mouser 1 and 2 you can completely ignore the knock back mech by positioning on a corner of the square facing diagonally across as its knock back is only 1 tile and the diagonal of any square is longer then it would be if straight which allows u to land on the same tile
Thanks hector smector
Overshadow is always paired with the knockback while Splintering Nails is only used when the clone slams down.
this is not true. Arthars' clear had an Overshadow occur once during an uppercut and once during the slam.
Nope, it's random
Great guide but I feel the only concerning bit in PF right now is if they do the corner to corner bit for Mouser.
Granted there's a fair bit of time before it goes off - but I feel like it's harder for the party because if they take an inner corner it can be hard to tell what the person being knocked is about to do with shuffling in-between.
Awesome guide yet again. I don't get to prog at all until Sunday so hopefully by then this becomes the default pf strat like your vids for ex1 and 2.
worth considering just assigning tiles during Mouser. Group 1 goes North or West, Group 2 South or East. Healers/Ranged far tiles, melee/tank close tiles.
That way everyone gets uptime and the rest of the party knows exactly how to dodge the aoe