the most success i've had with alarm pheremones, still not amazing though, is having the melee take it to one side and the ranged all group up far away so each group is only getting half as many potential dodges. the bee spawns and targeting being totally random leads to one group just getting boxed in and massacred sometimes though. Savage is supposed to be structured mechanics, it's kind of super annoying
so for the uptime strat on melees for Beat 2 Love Me Tender, I am imagining that you can simply follow, CW, the disappearing baited AoEs on one side of the stack pairs, while the unmarked players also do something similar, except they stay ahead of the rotating pairs of stacks. So four direction, 2 dropping baited aoes, and 2 following/leading the stack markers until it is safe/convenient for them to step into to soak the towers.This also means you'll pretty much have all 8 players going in a conga line at max melee around the boss circle lol Granted, I'm unsubbed, and will be skipping DT, so I don't have any actual relatable experience to check with in reality.
Eh clock and that one are almost literally the same thing. You should be near your clock for the vast majority of the fight regardless. What I don't get is why we have dog water markers in PF that have me 2 colors. As a healer at East, I am yellow and then blue SE....
"hardest mechanic in the game" (ment of this fight, no?...) ... think TOP has one or two of the "hardest".., as an old 2D shooter fan, this M2S mech feels "easy" ... (personally, I hate memory mechs more xD.., guess the weed doesn't help)
It's because it's buggy. Sometimes it baits off nothing, so when you try the mario kart strat one of them might just randomly end up baiting incorrectly which can really make it a pain in the ass. It's just a terribly designed mechanic.Think twisters from Ucob, just randomly decides it's gonna fuck you over :)
best way to get thru, have EVERYONE stack bait as close to the edge as possible while running MKart.., still a huge headache for melee.. ... it is too "RNG"-like.., unless a fully braindead strat comes out later
@@VampireNoblesse This only works if the MT rotates INTO the first baited AoE. If he pulls the boss constantly the same direction during that mechanic the baits will eventually be opposite your team the entire time which forces you away from where you are and everyone will end up YoLOing the mechanic out of pure necessity.
Thanks, mate! I loved you way of showing things.
Thank you for this
like the Poisen Pop mech explanation here (some other guides don't explain it as well)
As someone who was there all those years ago progging Coil on content, you just gave me fucking PTSD saying "Mario Kart Strat"
I absolutely loved having to spend all my TP as a Dragoon sprinting in a circle to escape Meteors. 😆
4:11 you can just stack together and move clockwise in the arena
thats what i did!
the most success i've had with alarm pheremones, still not amazing though, is having the melee take it to one side and the ranged all group up far away so each group is only getting half as many potential dodges.
the bee spawns and targeting being totally random leads to one group just getting boxed in and massacred sometimes though. Savage is supposed to be structured mechanics, it's kind of super annoying
I think bees target 4 players at a time going from dps then support or visa versa but no party wants to help me prove
so for the uptime strat on melees for Beat 2 Love Me Tender, I am imagining that you can simply follow, CW, the disappearing baited AoEs on one side of the stack pairs, while the unmarked players also do something similar, except they stay ahead of the rotating pairs of stacks. So four direction, 2 dropping baited aoes, and 2 following/leading the stack markers until it is safe/convenient for them to step into to soak the towers.This also means you'll pretty much have all 8 players going in a conga line at max melee around the boss circle lol
Granted, I'm unsubbed, and will be skipping DT, so I don't have any actual relatable experience to check with in reality.
You just bait the puddles at max melee and have others stand right under the boss.
@@NabsterHax oh ok thanks! Lol I overcomplicated it so hard
Ugh did u came up with defam clock? Ruined PF. Just run back after dodging.....just run back.
Eh clock and that one are almost literally the same thing. You should be near your clock for the vast majority of the fight regardless.
What I don't get is why we have dog water markers in PF that have me 2 colors. As a healer at East, I am yellow and then blue SE....
4:05 hard disagree its time they bring some mechanics that require you to open your eyes and be able to move around independently.
Not a 2nd fight savage mechanic. 3rd or 4th maybe. Though last time something like that existed it hard walled a lot of groups (snakes last expansion)
"hardest mechanic in the game" (ment of this fight, no?...)
...
think TOP has one or two of the "hardest".., as an old 2D shooter fan, this M2S mech feels "easy"
...
(personally, I hate memory mechs more xD.., guess the weed doesn't help)
I believe he said "the worst mechanic in the game"
@@havocwind4442
I take back what I said.., for melee its ffing hell
It's because it's buggy. Sometimes it baits off nothing, so when you try the mario kart strat one of them might just randomly end up baiting incorrectly which can really make it a pain in the ass. It's just a terribly designed mechanic.Think twisters from Ucob, just randomly decides it's gonna fuck you over :)
best way to get thru, have EVERYONE stack bait as close to the edge as possible while running MKart.., still a huge headache for melee..
...
it is too "RNG"-like.., unless a fully braindead strat comes out later
@@VampireNoblesse This only works if the MT rotates INTO the first baited AoE. If he pulls the boss constantly the same direction during that mechanic the baits will eventually be opposite your team the entire time which forces you away from where you are and everyone will end up YoLOing the mechanic out of pure necessity.