think its a bit weird in fuse or foe you sent a healer NW. i think its easier to remember that healers swap their marker with melee everytime and that way the swapping is confined to 4 players
if you watch at 9:20 h1 pov is SW, lol. He obviously made a mistake while doing the diagram. And yes I 100% agree with you. Better for just heals and melee swap clock spots for that mechanic.
why do you swap ranged in the fuse or foe/infernal spin? cant you achieve the same just swapping healers with melees? (Less people swapping their clockspot)
I don't agree with the 3-bomb cluster in fusedown being relative north as in this video and accompanying raidplan because anyone on standard movement would naturally be looking out away from the 3-bomb cluster for their next spot rather than in towards it.
There's a brainless way to find the second safe spot in tag team. Find the first spot you need, then go across the arena whilst staying on the same side your clone just hit. This always resolves correctly.
pf strat for fusefield is better imo, as a melee player this strat is really bad unless under very specific situations. Pf's strat is good in most situations.the only time this strat is good is if melees get N/NE short which is very unlikely.
why is it really bad? As short, you pop your fuse and move back to the rear, and as long, you chill on the rear, then pop your fuse and come back to it? there's no need to be stood on your fuse aside from when you pop
@@RinBanana even then why take the extra step of making the melee run all the way back north? instead of just having them already back there, everything you are saying as a reason for mmrr also works if its rrmm except the melees are already on a positional spot (most of the time.) tbh i think snakes prio is superior in every way tho. melee being south for positonals then running north to pop
Unless Im missing something, the raidplan linked shows bomb configuration that will never appear. First set outer bomb safe areas will always be NE and SW, second set will be NW and SE. I think this is confusing alot of people.
Took me longer than I like to admit to understand the simple concept of Clockwise around the A marker for Fuesfield’s explanation, but now it makes perfect sense whilst doing it with Snake Priority. Solid guide Rinon, I’m looking forward to doing Arcadion Prog
idk, it seems to be just over-complicating it by making melee go NE. You could of just had clock spots then shuffle CW/CCW as needed so melees have their positionals. I get the idea is to let melee pop first so they are free to move back south but its a lot of unnecessary movement that would led to someone popping a fuse by accident.
they lose boss range on half the patterns. It would be more intuitive but less up time. In triple ranged comps though you only have to flex 1 melee and 1 healer
@@Nem_FFXIV The letter waymarks are all the same distance from the boss when centered... theres no difference in uptime. M1 is SW clock, M2 is SE clock, it makes no sense to send M2 across the arena to NW letter markers when M1 can go there and M2 stays SE.
Are You the American Savage Guide? For American FF14 Servers? For examble, American waymarks are staying at the Same place Like Europe but numbers are in Other Places. For examble in EU yellow 2 on NE. AM red 1 on NE. Why do Americans has different waymarks then? So for examble P9S Europe as H2 my color partner is east/right to me (healer on B). And AM my Partner is left/West to me. Why to make it so difficult? Why Not one everywhere
if u want a good strat, here's how we avoid deaths alltogether: melee north, ranged south, both groups rotate clockwise if possible and dodge mid occasionally when not possible pop knockback immunity halfway through the mechanic just in case, and u'll sometimes find urself dodging to mid at the end of the mechanic
@@Zakkusu41They’re being very blunt about it, but they’re kinda right, people don’t come to guides for the quirky TH-cam personalities, they come for the guides, so it would be nice if the guide part started instantly. We understand that guides will be refined later, that doesn’t need to be stated. If there is stuff that must be said aside from the guide, it would be better to have that saved until after the guide part is over.
I'm so happy to see my pastebins helped people and are now inspiring better strats/guides, thanks for the guide Rinon!
Excellent savage video my liege.
Nice thanks, I like Rinon-guides ^^
good guide i really liked seeing all the mechanics
Don't mind me, throats a bit parched... 💣
is that why he went to the grocery store, i wonder?
great video man thanks!
think its a bit weird in fuse or foe you sent a healer NW. i think its easier to remember that healers swap their marker with melee everytime and that way the swapping is confined to 4 players
the thing i find strange is he doesn't even do this in the video example, he still goes sw. watch in again and you can see it lmao.
Yeah, the diagram shown in the video is inconsistent with the video footage. Why would only 1 range player swap?
if you watch at 9:20 h1 pov is SW, lol. He obviously made a mistake while doing the diagram. And yes I 100% agree with you. Better for just heals and melee swap clock spots for that mechanic.
Thank you so much for this guide Rin! My static started progging this fight yesterday and this guide is invaluable o7
why do you swap ranged in the fuse or foe/infernal spin?
cant you achieve the same just swapping healers with melees? (Less people swapping their clockspot)
This looks a lot better than the bin going around pf, thanks for putting this together!
I don't agree with the 3-bomb cluster in fusedown being relative north as in this video and accompanying raidplan because anyone on standard movement would naturally be looking out away from the 3-bomb cluster for their next spot rather than in towards it.
There's a brainless way to find the second safe spot in tag team. Find the first spot you need, then go across the arena whilst staying on the same side your clone just hit. This always resolves correctly.
This came out just in time, thanks!
pf strat for fusefield is better imo, as a melee player this strat is really bad unless under very specific situations. Pf's strat is good in most situations.the only time this strat is good is if melees get N/NE short which is very unlikely.
why is it really bad? As short, you pop your fuse and move back to the rear, and as long, you chill on the rear, then pop your fuse and come back to it? there's no need to be stood on your fuse aside from when you pop
@@RinBanana Why not RMMR? It would make this compatible with using the snake based priority used by PF.
@@RinBanana even then why take the extra step of making the melee run all the way back north? instead of just having them already back there, everything you are saying as a reason for mmrr also works if its rrmm except the melees are already on a positional spot (most of the time.) tbh i think snakes prio is superior in every way tho.
melee being south for positonals then running north to pop
Unless Im missing something, the raidplan linked shows bomb configuration that will never appear. First set outer bomb safe areas will always be NE and SW, second set will be NW and SE. I think this is confusing alot of people.
Youre not wrong. North + West being safe at the same time is impossible since the only variance is long bombs in mid being NE or SW
Took me longer than I like to admit to understand the simple concept of Clockwise around the A marker for Fuesfield’s explanation, but now it makes perfect sense whilst doing it with Snake Priority. Solid guide Rinon, I’m looking forward to doing Arcadion Prog
idk, it seems to be just over-complicating it by making melee go NE. You could of just had clock spots then shuffle CW/CCW as needed so melees have their positionals. I get the idea is to let melee pop first so they are free to move back south but its a lot of unnecessary movement that would led to someone popping a fuse by accident.
woah is that koh kageezer
wouldn't it be more intuitive to keep m2/r2 south/east, m1/r1 west/north for fusedown?
they lose boss range on half the patterns. It would be more intuitive but less up time. In triple ranged comps though you only have to flex 1 melee and 1 healer
@@Nem_FFXIV The letter waymarks are all the same distance from the boss when centered... theres no difference in uptime. M1 is SW clock, M2 is SE clock, it makes no sense to send M2 across the arena to NW letter markers when M1 can go there and M2 stays SE.
this guy sure likes his three cans of Monster energy a day💣
3:30 the boss smashing is synched with the music here and I can't stop laughing at it
Hilariously, he dopes at the same time as raid buffs the first time lmao
pf is so clapped for this one man :c
What are those discord name lol.
rinnon when are you gonna raid with me huh?
Are You the American Savage Guide? For American FF14 Servers? For examble, American waymarks are staying at the Same place Like Europe but numbers are in Other Places. For examble in EU yellow 2 on NE. AM red 1 on NE.
Why do Americans has different waymarks then? So for examble P9S Europe as H2 my color partner is east/right to me (healer on B). And AM my Partner is left/West to me. Why to make it so difficult? Why Not one everywhere
cw vs. ccw markers
europe is mostly hector guide btw
Great guide, may I pray pf attaches to this instead of something else
No bruv, where is the Pheromones 1 guide for M2S lol
Just run in a circle. It is quite literally that easy.
@@heiral7773you would think…
@@drake2631 Gotta fight for those fake internet numbers that hold zero significant value to real life!! Oh lawd what have we done.
if u want a good strat, here's how we avoid deaths alltogether:
melee north, ranged south, both groups rotate clockwise if possible and dodge mid occasionally when not possible
pop knockback immunity halfway through the mechanic just in case, and u'll sometimes find urself dodging to mid at the end of the mechanic
bottom text
bla
I'll never understand why so many people don't knockback immune the Barbarous Barrage mechanic.
Better to use on the jumps
The knock back is also very easy
Cut down on the intros. They aren't necessary.
Go away
the vid has timestamps for a reason
@@Zakkusu41 no, he needs to be better at editing
@@Zakkusu41They’re being very blunt about it, but they’re kinda right, people don’t come to guides for the quirky TH-cam personalities, they come for the guides, so it would be nice if the guide part started instantly.
We understand that guides will be refined later, that doesn’t need to be stated. If there is stuff that must be said aside from the guide, it would be better to have that saved until after the guide part is over.