Competitive WoW Player Reacts To FFXIV EXTREME Raid (Golbez)

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 520

  • @minuette1752
    @minuette1752 ปีที่แล้ว +227

    Savage raids are the true raiding experience. Ultimates are on another level. Extreme fights like this are a good way to learn.

    • @jsilvermist
      @jsilvermist ปีที่แล้ว +15

      In a table:
      Normal: Casuals, start learning and relax here, you might die at first, but not hard to complete
      Extreme: Need some experience, shouldn't be hard to complete with a bit of knowledge
      Savage: Starts to get very team coordination heavy, need everyone to know their assigned places and responsibilities
      Ultimate: You're either insane or you enjoy suffering, if you can complete this, you have my respect

    • @minuette1752
      @minuette1752 ปีที่แล้ว +2

      @@jsilvermist Most people get extremes after a bit of practice. But yep nicely summed up.

    • @elua7660
      @elua7660 ปีที่แล้ว +6

      @@jsilvermist to be honest i would say the suffering in ultimate comes more from the people in pf that you do it with rather than the fight itself lmao

    • @Lyu-Phy
      @Lyu-Phy ปีที่แล้ว +6

      @@elua7660 Always was, having a consistent team is the biggest mechanic.

    • @nathanosworth4640
      @nathanosworth4640 ปีที่แล้ว +1

      @@jsilvermistReason why you get something special when you finish an Ultimate :P

  • @Zarren_Redacted
    @Zarren_Redacted ปีที่แล้ว +83

    For the mechanic at 7:45 that's what the markers in the middle are are. The knockback mechanic comes from one player who's targeted with it. They stand dead center while the rest of the party arranges themselves on the four markers based on the other mechanics. That way when people get knocked back they go to their respective corners and things resolve properly. The towers are stacks, and the two triangle markers are proximity damage aoes.

    • @Gamerboi99
      @Gamerboi99 ปีที่แล้ว +20

      TLDR; further marker explanation, difficulty explanation, and what happened that caused the near wipe.
      To add to the marker explanation: the tanks get the circle "no" markers, the healers get the hexagon markers. They are used for 2 mechanics. One is 'healer groups' where you have a stack marker on each healer, and need to soak it with 4 players. The other is the small blue/black ground circle, where its one tank/healer and one dps grouping up to soak those makers, which normally indicate a launch up mechanic.
      This fight is an 'extreme' fight, from the perspective of a PLD (paladin). There are 4 difficulty levels at end game. There is standard difficulty (what you will face while doing the main story), extreme (what you face in the harder re fights of certain bosses), savage (what you face when doing end game raiding), and ultimate (a much harder version of a raid series, sometimes multiple fights long, usually with few checkpoints, if any). There is also variant/criterion, but those have not really found their place fully yet, because they are brand new.
      No matter the difficulty, however, every fight in ffxiv is a puzzle. Once you know how the bits go together, doing it again is just a matter of figuring out who is which bit of it. This could have been a PF (party finder, the way you do high end content with randoms and NOT annoy people).
      The bit where they nearly wiped on was one puzzle piece messing up. One person did not realize they didn't have the marker that knocks everyone back on themselves, and went to the wrong spot. They were pushed with one of the large triangles (flare markers, does damage based on proximity) instead of toward the towers. The perspective we are in can see them running to try and reach the tower (which our perspective is standing on), but they do not make it. The tower needed 2 people on it to soak it.

    • @miamha
      @miamha ปีที่แล้ว +7

      The adjust from the healer with the kb + lìne tether to save the healer who messed up their kb into tower so they could lb was heroic too.

    • @gh1374
      @gh1374 ปีที่แล้ว +1

      It sounds easy...but then during prog, the healer is sometimes not standing centre, ppl forget which towers they need to get pushed back to, or they stand abit off angle and get pushed off the arena...if there's more than two ppl dead/off arena here, party will wipe.

    • @hykuet6213
      @hykuet6213 ปีที่แล้ว +2

      when you know what debuff they will have , this will become easy
      T: go away flare marker/ nothing
      H: kncoback / nothing
      D: 1 go away flare marker/ 3 nothing
      usually, you only need to think you are A or B
      it is a bit hard to see whole picture, but easy when you only forcus your debuff

  • @TorManiak
    @TorManiak ปีที่แล้ว +155

    Something I really like about FFXIV is that even though when you look at it from an outside perspective, it looks super overbearing, the effects in this game don't take away anything in mechanics and when you're in game, you'll be able to know what's going on easily despite the huge amount of spectacle.

    • @udiar
      @udiar ปีที่แล้ว +58

      unless a red mage flashbangs your screen

    • @TorManiak
      @TorManiak ปีที่แล้ว +19

      @@udiar True and Real, because I'm the Red Mage.

    • @cyanmage1
      @cyanmage1 ปีที่แล้ว +17

      @@udiar hey your not playing redmage right unless you are blinding your team with your style

    • @strawberrydialectics
      @strawberrydialectics ปีที่แล้ว +2

      when i started raiding i had to turn down sfx to limited, even my own sfx. people who raid with them on fighten me 😣

    • @garbagebandit5934
      @garbagebandit5934 ปีที่แล้ว +8

      Once you get past all of the visual noise, you start to realize a lot of these scary-looking mechanics are actually pretty simple. It's usually something like "stand in your spot and then walk towards/away from the boss (sometimes with a buddy)" or "walk a lap around the boss arena, but make sure to make a pit-stop to look in a direction and/or soak an aoe when it's your turn."

  • @Longlius
    @Longlius ปีที่แล้ว +121

    This was a great fight even on normal. I hope we get more like this for story mode fights in Dawntrail.

  • @Raijin-RyuX24
    @Raijin-RyuX24 ปีที่แล้ว +60

    This was in my recommended. All the markers were placed by the players to identify the tanks, healers and even where to stand during certain mechanics. The screen is also zoomed out so the player can see the entire arena. Not all battles are this colorful. If you’re looking to play the story from start to current understand there are over 500 hrs of content. Enjoy and welcome to FF14.

    • @theragingviking9177
      @theragingviking9177 ปีที่แล้ว +7

      Just finished shadowbringers 5 minutes ago, so insanely good!

    • @cfccraig4532
      @cfccraig4532 ปีที่แล้ว +2

      @@theragingviking9177enjoy EW I felt it started a little slow but oh boy did it pick up and get soooo damn good 😊

    • @MahouSama545
      @MahouSama545 ปีที่แล้ว

      People exaggerate the hours. Yes, there is a huge amount of hours of content in the whole game. But the story is WAY less then 500 hours. I have around 900 hours, watched all cutscenes with one character till I switched in HW to another chars, played the whole story with that new char and started a new lala, which is already in HW. So no, you dont need 500 hours to finish the story, maybe 100-200 hours max. But if you wanna do everything else, like Beast Tribes, Gold Saucer, optional dungeons and all the raids, not to mention all the jobs and small extra quests, you certainly need over 500 hours.

    • @Raijin-RyuX24
      @Raijin-RyuX24 ปีที่แล้ว +5

      @@MahouSama545 I never once wrote the story was 500 hours. I wrote there was over 500 hours of content. Please don’t use selective reading when reply to people. And if you don’t understand the comment, ask for an explanation first before replying. But since we are here, the polls all suggest 500+ hours for all content through Endwalker. This includes more than just the msq.

    • @cynicalmanatee
      @cynicalmanatee ปีที่แล้ว +1

      @@Raijin-RyuX24 to be fair, if you are talking about all content, 500 hours is a laughable number. My main toon has almost 200 days worth of play time and i am nowhere close to having done everything. Not hard to imagine someone seeing that number and think you are talking about msq only, because if you are including everything, you missed a 0

  • @jamescrawford4896
    @jamescrawford4896 ปีที่แล้ว +131

    it all comes natural after a few deaths haha, i think you'd do great in extreme/savage raids, Welcome Warrior of Light

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +17

      🙏 can’t wait to find out

    • @Rennat9002
      @Rennat9002 ปีที่แล้ว +8

      Yea I went from “man I really hope I don’t inconvenience anyone” to “Wtf are these idiots doing?” In about 15 pulls LOL.

    • @k.vn.k
      @k.vn.k ปีที่แล้ว

      @@Rennat9002story of mine too 😅 we all starts from zero then we lead the ones that follow.

  • @spadesart
    @spadesart ปีที่แล้ว +56

    I actually really love how this game looks, I came from perfect world international instead of wow and I really appreciate that they dont just kill everything with bloom. Don’t understand that person who said it looks disgusting.

    • @51953bdog
      @51953bdog ปีที่แล้ว +20

      I was like wow is cool and has its style but saying it looks bad is like, what?!

    • @MCG55SS
      @MCG55SS ปีที่แล้ว +18

      maybe he just one of the WoW copium guys....only WoW is good everything else sucks. I had a friend like that with EVERY game he played if it wasn't WoW he put max of 15 hours in and claim it was boring until Shadowlands finally broke him...now he is a avid FFXIV player.

    • @deaconfrost796
      @deaconfrost796 ปีที่แล้ว +4

      @@MCG55SS haha! for sure! i think shadowlands broke a lot of people 😂 Thats when i gave up.

    • @SakuraShuuichi
      @SakuraShuuichi ปีที่แล้ว +9

      he said it was too much fantasy, so i wonder what mmo isn't too much fantasy? certainly not wow.

    • @spadesart
      @spadesart ปีที่แล้ว +5

      @@SakuraShuuichi isnt wow literally high fantasy 😭

  • @SergeDuka
    @SergeDuka ปีที่แล้ว +49

    I played WoW for 16 years before moving entirely to FF14. And I can tell you that every time I see a complicated fight without using any add-ons, my heart melts, and I'm ready to cry. I love it! ❤️

    • @deciett
      @deciett ปีที่แล้ว

      There are timeline plugins that can announce mechanics for you, basically exactly like deadly boss mods, if you want that. And there are also radar and auto marker plugins that are a bit more morally dubious. None official, and you can get banned for discussing them in game, but they do exist.

    • @SergeDuka
      @SergeDuka ปีที่แล้ว +13

      @@deciett Probably I wasn’t clear. The fact that there are NO plugins, add-ons, and whatever crap there is makes me extremely HAPPY! 🥰

    • @Kirianda
      @Kirianda ปีที่แล้ว

      @@SergeDuka u dont need them to play any content but many many mods and plugins do exist some actually do provide some QoL that luckily SE finally decided to start implenting some of these mods into the base game, so mods existing do eventually reach non modded players officially in the game, usually in a big patch thats coming out

    • @SakuraShuuichi
      @SakuraShuuichi ปีที่แล้ว +4

      @@deciett You don't need them for 1 and for 2 they are against the TOS and can get you banned and have gotten people banned. that being said it is a situation where they are fine with you using them just don;t talk about it, don't broadcast it, and don't use those tools to shame others with them. main reason is that the game is/was crossplay with ps3/ps4/ps5 who cannot use them easily(you have to jump through a lot of hoops that most pc players/modders wouldn't be willing to jump through)

    • @Sebaastiian
      @Sebaastiian ปีที่แล้ว

      Ok

  • @Spyrit2011
    @Spyrit2011 ปีที่แล้ว +34

    Raiding in FFXIV is like solving a puzzle. Phases in ultimate can be different boss mobs.

    • @AgentKenshin
      @AgentKenshin ปีที่แล้ว +4

      Or doing math. :)

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +1

      Nahhhh I don’t want to do math on stream ty

    • @maracaegrizzley8734
      @maracaegrizzley8734 ปีที่แล้ว +14

      @@Psybear_tv I'm sorry. I'm so, so sorry. There's an alliance raid in Stormblood that's going to cause issues. Just remember that 1 is *not* a prime number, but 2, 3, 7, and 11 are.

    • @Xyrenos
      @Xyrenos ปีที่แล้ว +4

      ​@@maracaegrizzley8734thank god they put a robot in front of the boss that is just there to tell people what primenumbers are

    • @maracaegrizzley8734
      @maracaegrizzley8734 ปีที่แล้ว

      @@Xyrenos But how many people actually pause long enough to *look* at the sparkly spot when most alliance groups are already in the arena and starting the fight? Someday I actually want to be able to stop long enough to *read* everything. But nooooo, choo-choo, Alliance Train don't stop!

  • @demondj0220
    @demondj0220 ปีที่แล้ว +37

    The red markers on the tanks that you thought were stack markers are actually tankbuster markers, with an added area-of-effect damage zone. The reason why the tanks were positioned near the front of the boss is because of the possibility of tankbusters, as well as having the tanks "swap" enmity/aggro to avoid the boss turning into the group. Extreme and Savage difficulty fights, as well as the Ultimate tier encounters, tend to have these kinds of mechanics tied with a debuff (slashing/physical vulnerability) to keep the main tank alive long enough for their timer to end before taking the boss back, hence the Shirk/Provoke combo from the tanks to get the boss back on the correct target.

  • @justalfric8719
    @justalfric8719 ปีที่แล้ว +18

    the mechanic you were confused about - three players will be marked. one gets a marker that will knock all other players away from them(a healer), two will get flare markers that everyone has to spread away from, and the other 5 have to stand in the towers that have the pillars in them so the idea is everyone positions around the healer with the knockback so they are pushed into the place they should be based on the marker they received or different. healer with the knockback also takes a line aoe they have to point away from the group.

  • @NabsterHax
    @NabsterHax ปีที่แล้ว +12

    I always find it fascinating watching someone unfamiliar with the game puzzle out the mechanics of current trial/raid content. I know some people find the animations to be overwhelming, but one thing FF14 does really well (with small exceptions of some earlier savage raids like coils/alexander) is very consistent telegraphing with mechanics that are introduced and taught to players as they progress through the story and each expansion, etc. And it lets them design mechanics that are very complex with a lot going on, but without being impenetrably difficult to comprehend as they're all made of the same basic components and design language. It makes raiding blind a really fun puzzle, as opposed to tedious trial and error, because you usually get all the information you need to work out what's happening and come up with a strategy the very first time you see a mechanic (though it does help to have a recording or screenshots rather than trying to do it mid-fight). And it's extremely satisfying when everyone synchs up and nails their individual responsibilities to see a complex mechanic resolve reliably when one thing going wrong can potentially wipe the group (as seen in this clip just before they're bailed out by healer LB3 haha).

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +3

      I’ve watched a smidge of groups figuring out mechanics when I cast for the Asphodelos pandaemonium event and I’ve also seen a little of Echo blind progging fights and it is incredibly entertaining.

    • @cynicalmanatee
      @cynicalmanatee ปีที่แล้ว

      @@Psybear_tv In this fight you mentioned that there is usually progression in difficulty to mechs, the FFXIV, the "teaching" mechs exist in the normal version (The big rock, the ice wall, and the green wind stuff all show up in the normal version but slower and easier to react to). I would say about 40-50% of mechs in a Extreme/Savage Fight starts in normal just with added flare/difficulty. Which is why even if players are new to harder fights, there are still untelegraphed mechs that seem to be easily solved.

  • @DXDragon38
    @DXDragon38 ปีที่แล้ว +54

    I'd love to see a reaction to a "Omega Protocal (Ultimate)" clear.
    The Bosses and mechanics in this game can get insane!

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +9

      I’ll look into it 👀

    • @ewigeleiden9045
      @ewigeleiden9045 ปีที่แล้ว +30

      ​@@Psybear_tvMuch better look to the Dragonsong Reprise. Raiders usually consider it if not the best ever but one of the greatest encounters they've seen in their lifetime mmorpg experience.
      SE took two years to design it and it's epicness is beyond insanity.
      Though, it contains major Heavensward spoilers.

    • @Blazingbeard
      @Blazingbeard ปีที่แล้ว +10

      Yeah I agree Dragonsong War is better to look into that Omega Ultimate. But only after finishing Heavensward if of course you care about the story (I do and recommend HW stroy very much).

    • @DXDragon38
      @DXDragon38 ปีที่แล้ว +4

      @@Blazingbeard True, DSR is better, but I figured it had a bit too much spoilers, while Omega was spoiler free.
      If @Psybear_tv doesn't mind, he can switch to Dragonsong Reprise

    • @Blazingbeard
      @Blazingbeard ปีที่แล้ว +2

      @@DXDragon38 good point with the spoilers! Yeah then I agree Omega is a better Ultimate to watch.

  • @MrJjjakey
    @MrJjjakey ปีที่แล้ว +9

    A lot of everything got answered already but I just wanted to add that even in a pug group, this is exactly how a clear would look. Party Finder typically rushes to standardize strats for a fight, and with how the game is designed with very strict roles it's easier than you'd think to jump into a fight with a group you've never played with and clear content.

  • @hkoizumi3134
    @hkoizumi3134 ปีที่แล้ว +25

    All those spectacles can be used as an indicator to how well others are doing in terms of DPS rotation. If you play long enough, you could see it. FF14 raid is like synchronized swimming. If one goes out of sync, you can tell and it does hurt performance.

  • @jaron95
    @jaron95 ปีที่แล้ว +14

    16:35 This is a really good angle of this mechanic. The blue/white Flare markers do minimal damage to the target, but big damage to nearby players (with damage reduced based on proximity). Flare markers always need to be taken away from the rest of the raid, so they preposition to get knocked back into opposite corners that do not have the Tower soak mechanics.
    You can also see both Towers & sorta see how many players need to soak each one (three on the left, two on the right, marked by the pillars or the circles on the ground in each one).
    The reason it's uneven is because in this particular case, the knockback mechanic is centered on a player and they do not get knocked back. Instead, that person needs to stand in between the 4 waymarks placed in the middle and everyone else needs to get in the waymark that knocks toward where they need to go.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +6

      Perfect yeah thanks for the assistance. Watching it back after reading comments has made it a lot easier to understand. Especially once I understood that a player is the point at which everyone is getting knocked from

    • @SylvSG
      @SylvSG ปีที่แล้ว +2

      ​@@Psybear_tv Also, most groups follow strats that are written in text format (we call them "macros" because it's just a copy pasta from known strat makers and people just put them in macros and push a button to paste it into party chat.) Which is why even with random pugs you can pull off perfect runs where everyone already knows where to go because they have pre-set locations to go.
      In the case of this specific mechanic, because DPS can never be the person who is the center of the knockback mechanic, the 4 DPS always get knocked Northwards (NE/NW). If the tower soak is NW, then the Flare marker guy goes NE. This is also the reason for the 1/2/3/4 square markers in the middle because the Support (Tank/Healer) with the KB marker can just stand dead center, and the others can stand in the square markers to get knockbacked perfectly into the corners. So the 3 DPS that needs to soak the tower just stands in the 4 square marker and the single DPS with the Flare marker stands in the 1 square marker.
      Based on the above, this also means that 3 supports get knocked south. And the 2 man soak tower is always directly opposite of the Northern one. So in this case the 1 hexagon marker Healer got KB to the wrong place, he's the one that caused the mass deaths because the SE tower wasn't soaked with 2 people.
      Floor markers play a huge part in FF14 strats and most strats make use of clever positioning of floor markers so that you don't need to speak a single word to anyone ever. Everyone just goes in, sees the strat being posted in chat and automatically knows what to do.

    • @KaedysKor
      @KaedysKor ปีที่แล้ว +2

      @@Psybear_tv also, why everyone died in that second one is because one player, "L. W.", did not get knocked back into the correct corner, so the tower that the Paladin whose view you're watching from was the only one soaking a 2-player tower. The tower thus exploded and killed the group. It's actually quite rare for that mechanic to be screwed up and _not_ just straight wipe and reset the group. The fact that they had a healer survive through it to get the group rez off was very lucky.

  • @NPX5
    @NPX5 ปีที่แล้ว +1

    I’ve played WoW for 10-15yrs. And nothing beats the raiding, graphics, and gameplay of FF

  • @ckwi2245
    @ckwi2245 ปีที่แล้ว +1

    Quick Difficulty Rundown... Easiest to Hardest at Level Cap (Currently 90) it would be Dungeon {4 Man}> (Normal) Trial {8M}> (Normal) Raid {8M}> Alliance Raid {24m} > (Extreme) Trial {8M} [This One falls here] > (Savage) Raid {8M} > (Ultimate) Raid {8m}
    Roughly Speaking, Extreme Trials is the gateway point between Casual and Hardcore content, it's easy enough that a large percentage of players could complete it when it's current, but hard enough that it won't be one shot by PUGs day 1.
    Side Notes: You could debate the placement of Normal Trials, Normal Raids, and Alliance Raids but they would still sit between there and Extreme Trials. As a whole though you can't really accurately place all 3 as they vary enough between each one that using specific examples could easily bounce their placements around. But all of them can be cleared by PUGs day 1, just the community eats up a lot more of the timer generally, and some of them are known to fail/wipe from time to time in the early days/weeks since they will occasionally have a boss that's quite tricky to get the "dance" down for, looking at Ozma in the Heavensward Alliance Raid.
    Edit: Criterion Dungeons and their 3 difficulties of Normal, Another, and Savage, not 100% sure on where they place, but Normal is bit harder than a Dungeon, Another is probably just below Extreme Trials, and Savage not sure on given that encounter wise it's similar to a harder Extreme Trial to a mid Savage Raid tier but it has some extra restrictions that may put it a bit higher up. Rez restrictions, a timer, etc.

  • @Aschera
    @Aschera ปีที่แล้ว +3

    that atakeda guy has to be a troll, that's way too many shit takes in a short amount of time...

  • @brennanlable
    @brennanlable ปีที่แล้ว +12

    We'll be getting shareable diagrams in game soon with dawntrail! Or it could be 6.5! It'll make it easier to get everyone on the same page for mechs fast.

    • @trial_with_an_error9687
      @trial_with_an_error9687 ปีที่แล้ว

      6.5 is when shareable diagrams drop. It will make raiding so much more approachable.

  • @TheImpolitelad
    @TheImpolitelad ปีที่แล้ว +1

    8:20 - One player gets a massive knockback., that is the light fan of arrows ont he ground. They sit middle. 2 people get "Flares" which are the big point arrows, they mean to get the hell away from them. They ride the knockback to the corners without soaks. The pillars on the 2 corners are soaks. The number of pillars is the number of players that need to be in it.
    9:00 - Normal fights in FF14 work that way in general. Each step up in difficulty is a completely different fight. Some mechanics will still follow that hand hold rule, others will nuke the rule book, give you the finger, and laugh as you try to figure it out. Learning the fight is just as much of the experience as completing it.
    9:50 - Those markers are player placed, no addons to do it mid fight like DBM. Most mechnics follow the basic markers you see for like stacks and stuff, with ofcourse the higher difficulties throwing out those markers that teach you what to do. A great example is at 10:25 where the tank buster from before is now a 2 group soak, the markers on player heads is the group soak assignments.
    15:20 - As new content, probably an organized group. But by the time you are watching it this is a standard group finder farm group. You gotta understand that the average FF14 raider is miles ahead of the average wow player in terms of mechnical skill because the game does an excellent job of training people to do fight and has mountains of content to do outside of raid. Meaning the only opeople that actively raid maintain a base level of competence much higher than the typical wow pug.
    Simply put, only people that actually want to be there are, not people that have nothing else to do and feel forced.
    Limsa catgirls with 0 raid skill arent going to even try to queue for your farm group that is downing this boss 5-10 times in a row, they are going to sit in limsa and look pretty because that is a fully realized pillar of content. VS every person with the pysical apptitude to press "Create new evoker" clamoring to get into every single raid group they can find to try to get the new lego because they feel like the class is unplayable without it and every type of content demands it.
    18:10 - You get a damage debuff for 2 min when you die, if you die again with teh defuff it doubles it.
    19:20 - This is basically a heroic fight. Normal is Normal, Extreme is Heroic, Savage is Mythic, Ultimate can only be categorized as "an experience". Like what if the Sylvanas fight was like soul shatteringly good. And still 20 mins.

  • @Leifthrasir
    @Leifthrasir ปีที่แล้ว +1

    Some people complain about the big flashy effects. If it's because they find them too distracting, that is just part of what makes the fight difficult. If you can't learn to know what to ignore and what to pay attention to then good luck!

  • @NBttlr
    @NBttlr ปีที่แล้ว +12

    Seeing your reaction was like re-living my own transitions from WoW over to FFXIV. I still play both games, finding my own fun in either, but it's always amusing to see how much the story is retold for everyone that gravitates over.
    Also, as a Summoner main, I can confirm: Carbuncle is a conduit for certain spells. Initially, one can empower it to help with damage as well as give you some aspected twists of Ruin II to start. Later on, it will actually tag-out briefly with fragments of, or even Demi-variants of, Primals (elemental-ish god-like beings frequented throughout the series and bosses of this game). But for every budding Arcanist, the Carbuncle is your initial familiar and sticks with you. Hell, one can even "Egi Glamour" their other summons to just be a Carbuncle as well. (Did I mention you can have Topaz or Ruby Carbuncles as well?)
    If you grab it as your class of choice, I'll also inform you that Arcanist is the only experience pool to contribute to two jobs: Summoner (Magic DPS) and Scholar (Healer). So as long as you unlock both paths, contributions to one also levels the other. Might be good to shake things up if you'd like to tease out the feel of something different.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +3

      Great stuff! My most recent previous FF knowledge is FFX and I loved all the summons in that. In WoW I’m a bit of a Druid guy so any shape shifting/summoning is what I’m all about.
      The freebie scholar seems cool but I think astrologian would probably be my healer 👀 basically summoning planets.

    • @GrimViridian
      @GrimViridian ปีที่แล้ว

      I started playing summoner for carbuncle and I'm gonna level it to 50 just so I can have all carbuncles XD I love them, my current main is red mage though

  • @JanusZeal11
    @JanusZeal11 ปีที่แล้ว +8

    While this might be a static, it also might not be. Extreme pug groups form quite often, farming the weapons that the trials drop, the rare mount they drop, or just their token. After a few days to a week the strategy is mostly ironed out (though JP and EU/NA often have slightly different or extremally different strategies).
    And learning parties also form for the ex trials as well, so your not expected to even know the strategy when you enter one of those and an experienced member will share with the group.

    • @Mirranda096
      @Mirranda096 ปีที่แล้ว +1

      This is very true. This could easily be just a Party Finder (PF) group. The fights are largely a predetermined script with timings or HP thresholds to trigger events and there is very minimal RNG, generally who gets targetted by what, but the things that go out are identical and have a formula for who gets targetted, for instance always 1 support (tank/healer) and one DPS, which for the 2 flares, aoe push back, and 2 towers that was originally overwhelming for @Psybear_tv to see what was happening, in reality, the DPS always handle the North side of the arena, the support always handle the south side, since it's always going to be split between DPS and tanks/healers.
      Once you learn a fight, it's very easy to repeat with any group and doesn't actually require voice communication at all.

    • @Nempo13
      @Nempo13 ปีที่แล้ว

      The concept you are trying to convey is such an alien concept to WoW players that it is enough to make them 404 error out.
      They cannot conceive of random players coming together for difficult content. Hell, the fact people don't immediately leave a dungeon if a wipe happens is enough to make them stare in shock.
      There is a BIG culture shock that happens when people come to FF14. They are not used to a community that isn't toxic to one another. That actually says hello at the beginning of things, or talk at all, or even explain mechanics to new players. FF14 also does something else that causes a big culture shock, rewards players with current tier currency for helping lower level players get through older content.

  • @DatDirtyDog
    @DatDirtyDog ปีที่แล้ว +14

    The way the graphics are, when you start the game can be a little jarring at first for sure, but the more you become emersed in the world the more normal it just becomes and eventually you find yourself going to a new zone and remarking on how beautiful it looks.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +4

      I used to struggle with switching to new mmos because I was locked into wow’s style and I think that’s the case for many people with MMOs. Whichever one they try first is the one they resonate with and are acclimatised to.
      Looking forward to many hours in FF and that new graphics update!

    • @Rico-butHandleWasTaken
      @Rico-butHandleWasTaken ปีที่แล้ว +7

      Is this something that happens specifically to people who tend to play a single game? It sounds so weird to me...

    • @TheDaxter11
      @TheDaxter11 ปีที่แล้ว +9

      I don't get the "too colourful" argument coming from what I assume is a WoW player in the chat. I played WoW for a good few years and that game has an equal amount of if not more colour than FF14.

    • @temisu_namisu
      @temisu_namisu ปีที่แล้ว +9

      ​@@Rico-butHandleWasTakenthat's what I keep wondering. If you play other games, you have to get used to different graphics and styles. Maybe it's just because these players are stuck in the mindset of "because this an MMO, if it isn't like WoW its not right".
      Still strange to me, though...

    • @grandeur7779
      @grandeur7779 ปีที่แล้ว

      its cause in wow everything is dark and gloomy in raids they dont use bright colours or visual effects also most of them dont watch the fightsd they watch theirv addons telling em when to do what @@TheDaxter11

  • @dragopenguin
    @dragopenguin ปีที่แล้ว +1

    It’s funny how that one commenter said he hates the look of FF14, because I hate looking at WOW. I guess it’s just preferences and what you’re used to

  • @ericmorrissey9502
    @ericmorrissey9502 ปีที่แล้ว +4

    The rez used to get the full party was a Healers LB3 (Limit Break 3) it will rez the full party and NOT give dmg down, the down side is LB is a party wide resource and by using it as a healer means no tank (80% dmg reduction for the whole party for about 6 sec) or the range dps (aoe large dmg) or melee (very large single target dmg). Since you almost always get 1 LB3 per boss it is normally held for a melee at the end to make sure you dont hit enrage, but its held till the last 1-3% so in the event all but a healer dies you can rez and reset all players.

  • @TheBongReyes
    @TheBongReyes ปีที่แล้ว +3

    I smiled when that one person in chat said FFXIV is “too fantasy”. I’ll assume that person is a WoW player. That said, WoW is a fantasy game. Based off a fantasy IP. To me, WoW is as colorful as FFXIV. Different use of colors but both are very colorful.

    • @scottwagner2566
      @scottwagner2566 ปีที่แล้ว

      How dare a game called "Final Fantasy" be fantasy? What were they thinking?

    • @Shiirow
      @Shiirow ปีที่แล้ว +1

      thats the funny thing about WoW players, most are oblivious to the obvious. they say its too fantasy, while wow is heavily in the fantasy. they say its anime, while wow is practically a shounen anime MMO, i mean youve killed two entire bosses with Goku Kamehameha's, you dont get more shounen than that, and you had entire expansion that literally the first story arc from Bleach, along with a bald Aizen. they say its furry, while wow has 1/3 of the race options in the game fall squarely under furry territory.

  • @WatcherSix-r9z
    @WatcherSix-r9z ปีที่แล้ว +2

    I love knowing the fact that i can tell some people in his chat are just WoW Andy's complaining about everything they can for no reason... just be happy there are other good MMORPG's out there... Competition in the industry will only make you perspective games better as companies try to improve over the others. It's GOOD for the consumers.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +1

      Absolutely agree with competition being good for everyone. I think what YoshiP and FFXIV devs are doing is great! Excited to start Dawntrail fresh with everyone!

  • @IKIGAIofficial
    @IKIGAIofficial ปีที่แล้ว +7

    Bro. Theres a fight where you fight multiple previous trial bosses at once. Shit gets crazy!

  • @KaminaX5
    @KaminaX5 ปีที่แล้ว +8

    Its astonishing to me that anyone would say FF14 looks like.....bad? Like compared to WoW its so much better and its not even close lol.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +1

      I can understand the difference in graphics mainly because FF isn’t stylised so it shows it’s age a little more. I watched the Dawntrail keynote which got me hyped! And the new graphics updates look great! I think your eyes get used to it.

    • @TorManiak
      @TorManiak ปีที่แล้ว

      ​​@@Psybear_tvI'd say that FFXIV does have stylized graphics, though it's a lot more muted than WoW's. You can see the difference if you compare it and other Final Fantasy games to games that actually push for graphics rather than style. You'd see the character faces and the overall feel is more akin to Anime than anything else.
      What mostly looks bad in it is the lighting though, because the devs had to remake the entire game in like 1 or 2 years after 1.0 was a massive failure, and many things have been overlooked during development, including that. Thankfully the Graphics update coming in the next expansion coming next summer is going to fix that.

    • @the-CCLemon
      @the-CCLemon ปีที่แล้ว

      A lot of my friends say the game looks like 'second life' or the Sims when I stream it in discord 😂
      I think it grows on people when they play it though.
      The word 'disgusting' was a bit much tho.

  • @VashimuXIV
    @VashimuXIV ปีที่แล้ว +4

    Current extreme fights really are a good showcase of the sort of mechanics you can expect from endgame raids and the philosophy that the team dictates onto its players. Learning the tells and understanding if a mechanic involves yourself or a partner. Though even a lot of earlier extreme fights and savages on minimum item level they wear designed for put up a fight.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +2

      I’m interested in seeing how fights will differ with player and group responsibilities/mechanic designs from an 8man and a 20man perspective. I’m sure with only 8 players things can be more punishing.
      The latest fight I progged in WoW was Echo of Neltharion and that was just weakaura hell

    • @jacksonjkane
      @jacksonjkane ปีที่แล้ว +4

      @@Psybear_tv From what I've seen ffxiv usually requires the whole group to do more individually/group movement. Where in WoW you can designate people if there are those mechanics usually. I personally like the 8man design. It is cleaner in my perspective and I feel like I'm doing more, but the 20man is just kinda cool. Zug zug with a big group lol.
      There is also large group content in ffxiv! Alliance raids and some extra zones like eureka have end raids that are large, too!

    • @temisu_namisu
      @temisu_namisu ปีที่แล้ว

      ​@@Psybear_tv Always keep in mind the generation that the content was designed for/released in. Analysed that way is quite interesting from a development perspective.
      I presume this is the same with WoW, in that older expac content feels like it has certain design philosophies and that those changes with each iteration. The same is true here (though mechanic markers have been back ported into older content to maintain common language).

  • @Shiirow
    @Shiirow ปีที่แล้ว +3

    carbuncle really isnt a pet anymore, its more like an eikonic focus that you draw the primal aether into it, the carbuncle transforms, does an attack then channels the energy into you so you can use empowered skills based on the primal.

  • @generalvic8250
    @generalvic8250 ปีที่แล้ว +1

    Even though everyone can have preferences, something I won't ever understand is nonsense like saying "it's too ugly" or "too much animation". you can definitely discern actual criticism from fanboys that just hate on anytrhing FFXIV does.

  • @fuzzwobble
    @fuzzwobble ปีที่แล้ว +1

    You need to watch Pandaemonium Abyssos 8 Savage, aka P8S. High Concept is going to blow your mind.

  • @immersion9880
    @immersion9880 ปีที่แล้ว +9

    The great thing is you don’t have to wait till endgame to raid. You can participate in the raid series after each expansion. And, as a streamer, you shouldn’t have a problem getting a group for Coils of Bahamut: the first raid series.

    • @AltinaXIV
      @AltinaXIV ปีที่แล้ว +1

      I don't recommend this - these really didn't age well. Maybe start with Omega if you want a good idea of how raids go before hitting endgame

    • @CmonstahxD
      @CmonstahxD ปีที่แล้ว

      @@AltinaXIV i second this, definitely dont start with coils its janky af.

    • @sterlingcox4502
      @sterlingcox4502 ปีที่แล้ว

      i think he is right why not give Coils a shot!!!

    • @AltinaXIV
      @AltinaXIV ปีที่แล้ว +1

      @@sterlingcox4502 I mean, you can just know that it doesn't align with the current raiding experience at all

    • @sterlingcox4502
      @sterlingcox4502 ปีที่แล้ว

      @@AltinaXIV its a staple i think everyone should try at first going into the game

  • @adamosborne9440
    @adamosborne9440 ปีที่แล้ว +5

    Hope you have a great time, man!
    You may already know this, but in case you don't, there are some almost "levels" of difficulty.
    Trials are 8 man one-off raid fights. The normal mode is easy (as they're usually part of the story), optional extreme modes (this fight you're watching) are the upscaled version almost every trial gets for gear, glam and fun.
    There are also Unreal trials. These are a rotating per-patch (usually) special encounter. It's basically an old extreme brought up to max level. They are a lot of fun. You can level-sync, min ilevel, no echo (no bonus after each wipe) any fights to make them kind of like they were when released... but its not perfect with power gains over the years, so Unreals are a way to bring that sheer terror back to the OG fights.
    Raids are a bit different. Each section of the game (though ARR is a bit different) has three "wings". Each wing has 4 bosses. All 8 man. Normal mode is harder than a story mode trial but not super difficult at all. Savage mode Raids are a pretty decent step up from Extreme Trials- maybe not QUITE as difficult as a Mythic Raid (though 1:1 between the two games is a little tough) but still a worthy challenge.
    Alliance raids are 24-man PUGable content with wild visuals and usually not overly tough. A lot of fun though.
    Criterion is a new piece of content. 4 man super hard "dungeons"... though they're more like a 4-man hard mode boss gauntlet than they would compare to mythic+: very different system. Super fun, rewards currently suck, hope that gets fixed soon.
    Ultimates...are... nuts. They're generally 20+ minute fights reimagining an old SET of trials or raids etc together. Almost like an insanely upscaled boss gauntlet including nasty new surprises. Rewards are absolute flex weapon glams and titles.
    If you like a challenge, XIV won't disappoint.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +2

      That all sounds incredible. Particularly interested in the Criterion as I’m a big m+ guy myself. Thanks for the info, very helpful!

    • @Skyztamer
      @Skyztamer ปีที่แล้ว

      @@Psybear_tv Below criterion dungeons is another difficulty called variant. These can be soloed as any job; no matter if you're a tank, healer, or DPS. In addition to your standard kit, you'll be given the choice of two extra abilities that are meant to compensate for missing roles (ex: tanks can take the strong heal/regen and strong damage over time ability. Although the options for criterion savage are more limited).
      I think so far they're a good attempt at midcore content. The difficulty gap between normal and extreme is quite large; so variant is a nice middle ground. Criterion is nice too because its extreme difficulty content for a smaller group of players.

  • @TsukiShira23
    @TsukiShira23 ปีที่แล้ว +1

    Good thing is, if you like carbuncle, you can still glamour your 3 main egis to be a ruby,emerald,or topaz carbuncle

  • @dl88889
    @dl88889 ปีที่แล้ว

    I heckin loved this fight. Keeps you on edge the whole damn time with that epic music. Took me quite a few tries but cleared it eventually

  • @NoreoNC
    @NoreoNC ปีที่แล้ว +1

    You can even replay all the old extreme/savage/ultimate fights too since there is level sync and min ilvl settings for all of them :D

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว

      That’s the plan but I’m scared 😳

    • @NoreoNC
      @NoreoNC ปีที่แล้ว

      @@Psybear_tv dont worry u got this champ 💪

  • @Theheadless1858
    @Theheadless1858 ปีที่แล้ว +9

    Hector Hectorson has videos that use diagrams and are a little easier to digest as a guide. In Dawntrail we will get access to our own in-game tools to create diagrams tailored to each group. This fight is pretty straight forward except the spirit section lines up with your burst phase and can make it tricky to keep a hold of your rotation while executing the mechanic. The pushback is simple enough but can be a pain to coordinate. Anyone not in the right place = death for the whole party so people got stuck there for a bit.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +1

      That’s the big thing I’m not considering. Executing this fight (and all the others!) whilst still trying to maximise dps. That’ll be the fun part 😎

    • @castoputa
      @castoputa ปีที่แล้ว

      Hector Hectorson is the person that broadcasts the most popular guides btw, most people in party finder use his guides, but I think you’ll have no problem getting groups together, I think you’ll enjoy the fights of the game from watching how you see what is happening very clearly. I hope you enjoy your journey into the game, the beginning is a jolt but the ending is unparalleled in its medium.

  • @WeavileShonee
    @WeavileShonee ปีที่แล้ว

    first time watching your content, really cool to get an outside perspective on how readable the mechanics are after having stared at them too long myself lol. as a summoner main im excited for you to play the class more! welcome and hope you enjoy the game!!

  • @cherrypez26
    @cherrypez26 ปีที่แล้ว +5

    lol your friends finally won the battle. hope you enjoy the story!!

  • @AnthonyKagegariVT
    @AnthonyKagegariVT ปีที่แล้ว +1

    Something’s that actually make this fight hard that you didn’t see them mess up on is that the circles the dragon did (big and small) matter. If he does the big circle after the mechanics you have to stay inside his hit box and he does a swing to the outside before you spread with all the circles and if he does the small circle you have to get the hell away from him before stacking and then moving from the room swipes left and right. Also the blue circles with squares swirling around them around individual players if someone doesn’t stack on you you instantly die. If you get hit by the meteors around the outside you get a magic damage vulnerability which will kill you instantly the next time he does his ice aoe which is quite often. So it’s quite hard if you don’t know the “dance”

  • @ProfNekko
    @ProfNekko ปีที่แล้ว

    what makes these fights so adaptable is that a lot of mechanics use similar markers to help determine what the mechanic will do. This makes people have a much easier time adapting to.
    down pointing Arrow pointing into a cross/line : stack mechanic, splits damage among those hit. If the arrow is pointing to a cross target it's a circular AoE and if it's pointing to a line of arrows it's a line AoE
    red/black striped circle around a target: tankbuster effect, does heavy damage to the tank/anyone near them.
    Pulsing purple circle: Proximity AoE. Does more damage the closer to the center of the circle you are.
    3 arrows pointing out of a target to make a triangle: flare AoE, it's a proximity bomb that targets players, just make your distance from the marked guy to take less damage.
    directional arrows on floor: push effect. You get pushed in the direction the arrows point. Sometimes mechanics will get shoved too so be careful.
    glowing purple/blue circle: A knockback effect that triggers from the circle. standing in the purple circle itself when teh AoE goes off is an instant death so you have to stand at the edges.
    yellow/black striped squares: line tankbuster. Tanks just need to not have the raid behind them.
    Glowing eye: glare mechanic, don't look.
    Those are most of them, can't remember if I got all but once you understand the markers people can pick up and fight bosses they've never even encountered before and have a general idea how to beat them

  • @alexiosblake9804
    @alexiosblake9804 ปีที่แล้ว

    for the mechanic at 3:14 there are three things to take notice of.
    1: the purple arrows at the ground. That's a push mechanic that pushes you depending how close you are to the center in the opposite direction. Can also push you off the platform.
    2: the silver/gray arrows. Those are the opposite of the stack mechanic. So instead gathering and soaking up the damage you have to separate and get as far away as possible.
    3: the pillars. Now those are a bit trickier, because depending on the fight you are either supposed to stand in them or you're not. In this case you are supposed to. 2 to be exact.
    Now the players had to position themselves so that two would each land in the pillars while the to anti stackers would land in the empty corners. As for the two that didn't move. There is a skill named arms length that can ignore certain push effects. It's one of the basic skills that every job has.

  • @kenziemeo2000
    @kenziemeo2000 ปีที่แล้ว

    Love the golbez fight. I always enjoy watching WoW players look at ffxiv. It's fun. The gales which are the dudes for n,w,s,e; you'll always look at the order in that form. 1 and 3 are your important ones to know where to position next. That will always be the important positioning. At 4.45 i think in your vid to tell who goes where. Usually it is 3 random dps that get no flare and they soak the 3 towers. 1 tank and 1 healer will soak the 2 towers. And one dps and 1 tank or healer get the blue flares and go away from towers and all stack in the middle to be pushed. I love that mechanic. Granted the savage raid are very much enjoyable as well. You can easily turn most of the flashy things down a bit and it never really bothers anyone. You get used to it in a sense. Thanks for sharing was much fun to watch. :)

  • @MrRaposaum
    @MrRaposaum ปีที่แล้ว

    Cool video and commentary! You got most things on the spot!
    Btw "Static" would mean the same as "fixed group". They may get people from the Party Finder (the "dungeon finder" tool of the game) if a core member is not present or if the spot is not yet fulfilled, hence the core members are always there so they are "static".

  • @XenoSamurai
    @XenoSamurai ปีที่แล้ว +3

    There is always someone in the chat who's gotta call FFXIV gross looking just because it's different than wow.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว

      Don’t sweat it. Graphics and art styles are always going to cause difference in opinions. Just two different styles

    • @3ASY355
      @3ASY355 ปีที่แล้ว +1

      The guy was obviously hating just to hate, but I don’t think he was expecting the streamer to have calmed response when replying to him. You can tell cuz he called ffxiv "too colorful " which is the opposite of what lot of actual ff players complain about that game colors feels muted and washed 🤣.

  • @shampoobottle4565
    @shampoobottle4565 ปีที่แล้ว

    The 1 and 2 markers are for tanks (red) and healers (yellow) this helps differentiate light parties and certain mechanics that target supports. The tank markings are mostly for melees to know who their buddy is, but it's not entirely necessary to have tanks marked

  • @eFeXuy
    @eFeXuy ปีที่แล้ว

    16:00 the thing with this is there are 3 mechanics happening at the same time. One player is marked with the purple arrows which push other player away (and because they are purple and not blue it means you cannot use knock back immunity to prevent been pushed), two player are marked with white arrows which are called flares, when that resolve they do proximity damage, and also in two corners there are meteor towers which need a player to stand there to take damage otherwise they do raid damage, they are 3 in one corner and 2 in the other.
    This gets resolved by the purple arrow player standing dead center of the room, five players stand so they get pushed into the tower corners and the two flare players stand so they get pushed into the other two corners.

  • @dragonspirit996
    @dragonspirit996 ปีที่แล้ว +1

    You mentioned you're excited to play with carbuncle on summoner. I don't know if anyone has mentioned this but you can cosmetically turn every summon into carbuncle if you want to (summon glamours) so its completely feasible to play with carbuncle as your main man ^^
    Extremes are a intermediate content level. They're intended to be easily farmable once you learn them for their mount drops. Basically it goes in terms of easy to hard: Normal dungeons, normal trials, normal raids, alliance raids (the 24 man raids), hard dungeons (which they don't have new ones of recently), hard trials (same as hard dungeons), extreme trials, savage raids, ultimate raids (which are completely new content boss rushes where the fight can be upwards of 30 min long with no mistakes, the hardest battle content in the game). There are some other modes (variant and criterion dungeons, etc.) that fall in the middle of the scale, but I listed the major ones
    Our scholar in my raid group (the healer counterpart to summoner) uses a ruby carbuncle glamour over his fairy. We recieve healing from Uncle Buncle ;p
    Also, while some jobs have slight advantages in whatever current patch, overall every job is decently well balanced and feasible to play in even the highest level content. Pick whichever you like, it won't be a big issue ^^

  • @jankanpo
    @jankanpo ปีที่แล้ว

    if you want a gauge on difficulty it's
    Normal (story)
    Extreme (hard mode)
    Savage / Criterion
    Ultimate
    extremes can be done within a day blind prog in pug groups
    savage is usually world progged within 4 days of it releasing blind with a hardcore static (premade groups)
    ultimates can take a full week to blind prog, usually a 15-20 minute fight where you cannot make mistakes at time of release but becomes way easier as new ilvl raid food/pots/gear come out, but they usually take 80-200 hours to clear depending on group and fight

  • @BananaMellor
    @BananaMellor ปีที่แล้ว +1

    There are a number of mechanics that leave the party with some discretion and how they want to assign who does what, but for the sake of simplicity in Party Finder, people come up with some general assignments that anyone can pick up quickly. A given Savage/Extreme level fight might require you to have one set of assignments for each of the following: light party stack (2 groups of 1 tank, 1 heals, 2 dps), partners (generally 1 dps with a tank or heals each), role stacks (2 groups entirely dps or tanks/heals), clock positions (each person gets a spot around the boss at cardinal and intercardinal locations) and I'm sure several others as well. You might use many or most of these types of assignments in one fight, but if you do it enough it becomes second nature.
    So for the knockback/meteors mechanic, the two people marked with meteors will be a dps and a non-dps, and they know they need one knocked North and the other knocked South based on their job/role. The knockback itself is on a person so they have to move to roughly center of room so people don't fly off the platform. Everyone else gets knocked into the 'tower' mechanic that requires people to be in it. Like with the meteor they know whether they will be in the North towers or the South towers based on their job/role. Or at least that's how I assume they did their assignments. The reason most of the party died on the one iteration of it is because the Paladin was alone so there weren't enough people in the tank/heals towers. It killed him instantly and exploded to kill most everyone else. Luckily they still had Limit Break with 3 bars, as that allowed them to full mass rez the entire party with no damage down debuffs.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +2

      That makes this a lot easier to understand. Especially the group wide battle res. I was still confused about that part. Thanks for all the good info 👍

    • @TorManiak
      @TorManiak ปีที่แล้ว

      To add to that last mech fail late in the fight, the other party member supposed to be with the Paladin on the Tower, alongside one other that was supposed to be knocked to the other side where the other tower is, were placed in such a way that they were knocked into the spread marker (the giant grey triangle marker during the knockout mechanic, you want to stay as far as possible from it as you might've guessed), so even if the party did survive the faile mechanic, those 2 would've died regardless because of the amount of damage piled up from both the failed mechanic and the higher damage given by their position relative to the spread marker.

    • @tjl9458
      @tjl9458 ปีที่แล้ว

      @@Psybear_tv In FFXIV, there's a party wide shared resource called Limit Break and it's from one to three bars. If everything goes well, a melee DPS uses the Limit Break at 3 bars (LB3) which will do a few percent damage on its own. Melee is always single target damage and does the most damage. Ranged physical (e.g., Bards) is AoE damage in a long line so it's useful when you have two bosses widely spread but it's less damage on each target. Casters is also AoE, but it's in a big circle. It's slightly more damage than ranged physical, but not by much. Tanks is always damage mitigation. LB3 is 80% damage reduction and is used to either make it possible to survive a mechanic (which happens in some fights) or it's used to cheese a mechanic. Healers is a heal and is mostly useless, but a healer LB3 is a full party wide rez. All people rezzed have no weakness debuffs and have full health and MP. However, they're rezzed in the spot they died so if they're in a death wall, they will immediately die again. It doesn't apply in this fight, but does in many others.
      In PUGs, you generally leave LB3 until the last minute (e.g., less than 5% left) just in case the healer needs to use LB3 like they did here. If it's a coordinated group that knows the fight well and has it on farm, you use it early on melee and you might enough LB generation for an LB1 by the end. I've cleared some raid bosses where the DPS check was tight by doing this.

  • @bucca2
    @bucca2 ปีที่แล้ว

    So I'm quite late to this, but for anybody curious: the raidwide rez is linked to the three bars in the top left labeled Limit Break. As you can see, it fills throughout the video, so you can't do a full party heal unless all 3 bars are full, and one of your healers is still up. The catches are as follows:
    1. there's a brief cast time, and your healer has to stay alive throughout that cast
    2. once they do the cast, the limit break is used up, and can't be used by the tank (for a massive raidwide shield) or a dps (for a big chunk of damage that often does 3-5% of damage). Why would you want the dps to use the limit break? Because
    3. There's a mechanic at the end of every high-end fight called enrage, where the boss just ends the fight. So you need to be doing enough dps, all the time. If you still have lb3 at the end of the fight, the boss is nearing enrage, and it seems like you're not going to make it, a clutch DPS lb3 can save the fight. This is also why dying and relying on the healers to get you back up is not what you should be doing, because your damage debuff can mean the difference between clearing or hitting enrage at 3% of the boss's health.
    And regarding whether the group all knows each other/is in a call: most likely yes, but in XIV raiding, the boss always does the same sequence of mechanics. The mechanics themselves may have a variable of chance (sometimes it's fire first, other times ice is first), but day 1 prog is all about raiders learning this sequence of moves. Being in a call is still good because someone can do call-outs, but it's entirely possible for you to watch a video/read a guide and know what you're doing. Because of this, prog is about fine tuning your own reflexes and muscle memory. (That is also why the big red half-arena slash attack going twice isn't telegraphed, but the players knew what to do: this attack is always going to be the same, where he slashes one side and then the other, so you know you have to move.) I haven't played WoW, but from what I've heard about raids, enemies are always changing up attacks and usually requires plugins to assist with raiding, so that is different in XIV. (unless you're doing uwu. lol)

  • @Null_Experis
    @Null_Experis ปีที่แล้ว

    The blue triangle of arrows pointing outward is a "Flare" marker, so named after Flare attacks in earlier raids. They indicate that player is about to be hit by a distance-based raidwide. The main target takes maximum damage, and everyone else takes more damage the closer they are to the target.
    The orange Towers in the corners indicate how many people need to soak them to prevent a heavy raidwide that might kill everyone. They'll deal non-lethal damage to the soakers, but if the flares aren't far enough, the damage from those can finish them off. Usually who goes where is decided by a priority system or who is targeted by what.
    In this case, the mechanic targeted 1 support with a flare, and required one to stand in the middle of the arena (they are the source of the knockback), so that leaves 2 supports for the 2 tower, and 1 dps gets the other flare, leaving 3 for the 3 towers.
    There's only two patterns for this mechanic, so DPS and support will know where to go depending on who has the knockback.

  • @sparemobius7430
    @sparemobius7430 ปีที่แล้ว +1

    19:03 Red Mage is a lot of fun, very mobile mage. They are not the biggest damage, but the fact that they literally get every other cast as an insta cast, is pretty cool. They also have a mini heal, okay for an emergency I guess, but that instant res available pretty much whenever is where it is at, will kill your MP though. Other than that you will most of the time be alternating between white and black spells to balance your mechanics, then jump in with your rapier, insult the enemy with some witty retort, and go ham for a bit in melee, hop out and repeat.

  • @FieryFoxGirl
    @FieryFoxGirl ปีที่แล้ว

    Oh man, genuinely looking forward to watching you get into ffxiv. You'll be a good gamer and you have a good head and heart. Enjoy your journey :)
    I'll be looking for your new videos as they come out!

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +1

      Thank you, Fiery I’m really looking forward to delving further into the game! Look out for my video tomorrow it’ll be looking at a criterion!

  • @luxsignifer6996
    @luxsignifer6996 ปีที่แล้ว +2

    I know everyone is entitled to their own opinion, but not liking a game called "final fantasy" because there is too much fantasy in it is a pretty stupid reason to not like it (6:25 in chat)

  • @ZianaSue
    @ZianaSue ปีที่แล้ว

    FYI, party member classes (in order) according to the list on screen at the beginning of the video:
    Tanks (blue): paladin, warrior
    Healers (green): white mage, sage
    DPS (red): samari, reaper, machinist, summoner

  • @xXDarkTyraelXx
    @xXDarkTyraelXx ปีที่แล้ว

    Also about the phase with the push-out, 1 healer (random which one) gets this push-out marker, that person has to get to the center of the room, between the 4 markers in the middle, 1 tank and 1 DD will get a spread marker (the marker with the 3 arrows) these 2 players has to let them get pushed into an empty corner (where none of these so called "Towers" [these pillars]) are at, the remaining tank and healer who don't have a marker get pushed towards the south soak since it requires 2 players, the remaining 3 DDs get to the northern tower. also the healer who had the push-out marker will be marked after all that with a tether and will get single hitted by the boss.

  • @Blazingbeard
    @Blazingbeard ปีที่แล้ว +6

    This is an extreme trial. In difficulty terms it scales like this:
    Normal content
    Extreme 8 man trials
    Savage 8 man Raids
    Ultimate 8 man Raids
    So you could say this is hard and challenging. But most hardcore raiders that do the most difficult content can blind prog this in a couple of tries.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +2

      Yeah sort of a heroic raid equivalent (compared to WoW). I’d love to try the mythic level equivalent one day soon

    • @ninjalega
      @ninjalega ปีที่แล้ว +3

      ​@@Psybear_tvMiddle part of heroic i would say.
      Forget extremes and savages, i'm curious what you will think about ultimates sooner or later

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว +3

      Yeah I was to check out some ultimates asap!

    • @thegallantrayku2677
      @thegallantrayku2677 ปีที่แล้ว

      They even have 4 man savage dungeons, a 56-man savage dungeon, 24-man normal raids,

    • @tjl9458
      @tjl9458 ปีที่แล้ว

      @@Psybear_tv The easiest Ultimate is known as Ultima Weapon Ultimate (aka UWU). Although, there's one mechanic that will likely be almost impossible to figure out if you don't know what to look for. Now that people aren't doing it blind, the mechanic is straightforward to do (for the most part), but discovering it was difficult. Unless you know to look for it, you likely won't see it.
      The next hardest is probably the first one, Unending Coil of Bahamut Ultimate (aka UCoB). That one doesn't have the puzzle mechanics of UWU so it should be easier to read.
      The funny thing is that now that they're expanding the free trial to Stormblood, it will be entirely possible to do both of these Ultimates on the free trial if you can find a group for them.
      There's three more Ultimates past those two, known by the abbreviations of TEA, DSR, and TOP. I don't recommend that you watch DSR until you finish Heavensward because it's based on that and has story spoilers. TEA and TOP are based on the 8-man raid series from Heavensward and Stormblood respectively.

  • @CrazlikaFoX3
    @CrazlikaFoX3 ปีที่แล้ว

    16:41--I can actually explain what everyone was going for plus what went wrong and caused their near-wipe.
    -Kallian Xavalien: K.X. (The Sage, 2-Marker) had the Knockback marker (purple outward arrows) targeting them--this means they'd need to stand directly in the center to allow everyone else to get knocked back exactly where they need to go correctly.
    -Qirou Reignt: Q.R. (The Warrior, Ignore1-Marker) had one of the two proximity-based markers (white lock-on) and was aiming to get pushed to the southwest empty corner away from everyone.
    -Orpheus Raze: O.R. (The Summoner) had the other proximity-based marker (white lock-on) and was aiming to get pushed to the northeast corner away from everyone as well.
    -The three remaining DPS; Albert Ogden: A.O. (The Samurai), Mia Anne: M.A. (The Reaper), and Lavena Wayne: L.W. (The Machinist) were aiming to get pushed to the northwest corner together where the three towers required three players to soak the damage.
    -This left Asteria Edelfelt: A.E (The Paladin, Ignore2-Marker) and Llyona Woodhunter: L.W. (The White Mage, 1-Marker) to get pushed into the southeast two towers to soak that damage together.
    So what went wrong?
    If you notice at around 16:50, after the knockback went off and everyone went flying outward, L.W. (The White Mage, 1-Marker) was not standing with A.E. (The Paladin, Ignore2-Marker) in the southeast two tower location like they were supposed to; they got launched to northeast and the party nearly died as a result.
    But if we go back even further, you'll notice their peculiar displacement wasn't actually their fault.
    At 16:44 you'll notice K.X. (The Sage, 2-Marker), the person marked with the Knockback marker whose supposed to stand still in the center of the arena, actually briefly moves southward (for some strange reason) and fails to recenter themself proper by the time the knockback goes off--redirecting L.W. (The White Mage, 1-Marker)'s otherwise perfect placement to the completely wrong direction--causing them to miss soaking the southeast two-tower, leading to a near-wipe scenario.
    Back to 16:50--you'll also notice K.X. (The Sage, 2-Marker) receives a thin, gold tether from the dragon after it crashes down on everyone (causing the knockback)--this means the center person is meant to direct the oncoming damage from the dragon's dash away from everyone else--it looks like they tried to direct it southward specifically. Then they'd simply have to mitigate/healcheck through the damage, but their HP was already so low from having messed up the knockback-to-tower mechs that they didn't have time to survive the hit.
    tl;dr: Everyone nearly died there because K.X. the Sage didn't sit still with the knockback marker at the exact wrong moment. (Based on their movements, they may have been playing with joystick and accidentally hit it when they didn't mean to--or moved too soon in anticipation for the dragon's tether. Hard to say, but my heart goes out to them.)
    Thankfully, L.W. the White Mage raised everyone with the Healer LB3 and the party carried on! GG!

  • @eepynao
    @eepynao ปีที่แล้ว

    This popped up in my recs and as a 14 raider I love to see the outside perspective on stuff that seems second nature to us! Also fights like this are easily done in party finder without coordination in discord. Especially for extremes like this which are the lowest tier of raiding and you need to farm these fights 50-100 times for mounts (if you don’t get lucky when it drops). Statics definitely make it much easier, but even ultimate raids are progged and cleared in party finder! Would love to see you react to an 18 minute fight ^^

    • @eepynao
      @eepynao ปีที่แล้ว

      Oh just kidding I see you reacted to ucob a few days ago, awesome!

  • @MugiwarasNakama
    @MugiwarasNakama หลายเดือนก่อน

    In ffxiv usually when there are multiple stack markers going off at the same time the markers are on the two healers. So you usually set up two groups before the fight that consists normally of a tank a healer and two dps for those instances

  • @whoeverwins4639
    @whoeverwins4639 ปีที่แล้ว

    The slash circles are on the tanks. 1 and 2 are the healers and when they split into light parties, people follow one or the other.

  • @6Epigone9
    @6Epigone9 ปีที่แล้ว

    @Psybear, you probably know how the knockback works by now, but just in case. The kb is dead center of the stage, and you position your character with the center to get kb'ed to where you wanna go. So if i wanted the top right corner, I'm going to slightly position myself in that direction before it goes off to be pushed in that direction while still being close to center.

  • @Mgalens
    @Mgalens 10 หลายเดือนก่อน

    i find these kinds of videos interesting since i never played WoW (XIV was my first MMO mainly because i grew up with FF so it was a fun gateway) so its interesting to see these mechanics from an outsiders perspective and also get insight in the differences in how each game handles raiding.

  • @dematar
    @dematar ปีที่แล้ว

    For thr knockback mechanic, 1 healer will receive the knockback marker, they'll stand in the middle of the arena. Then 1 tank or the other healer gets the flare marker (3 arrows) while one dps also gets the flare marker for a total of two flares. At the same time, two soak towers appear in opposite corners. One tower requires 3 people to soak, the other only needs 2. The players with the flare markers take up positions to be knocked back, but away from the towers. The 3 dps who dont have the flare marker position to get knocked into the tower needing 3 players, while the tank/healer who dont have the marker does the same for the 2 person tower. Knock back goes off, throwing everyone but the the healer with knockback towards a corner. If evwryone positioned right, the mechanic is almost self resolving, but if not you'll have a few secs to adjust your position after knockback. Finally the boss will then target the healer in the middle of arena with a wide line aoe that needs to be baited through the middle of the arena to avoid hitting anyone who was knocked back.

  • @Icycrits
    @Icycrits ปีที่แล้ว

    The fact someone who has never played the game before is able to watch an extreme trial and almost perfectly dissect the mechanics happening is really a testament to the raid design in XIV. You don't play the UI or the addons, you play the game. Great vid!

  • @nozomikei5251
    @nozomikei5251 ปีที่แล้ว +1

    The readability of the fight is definitely helped by everyone knowing what they're doing and executing things with few mistakes. It's a lot more wild when people are learning and frantically scrambling to react! XD

  • @朔田流星-i8p
    @朔田流星-i8p ปีที่แล้ว

    To explain golbez ex meteor/tower mechanic. Dps are -always- knocked back north, while tanks and healers are -always- knocked back south. One healer will be targeted with the knockback marker (purple arrows going out) they stand in the middle of the arena. One support player and one dps player will be marked with a flare marker (three arrows pushing out, indicating spread). These two players will need to be knocked back in their respective direction and -outside- of the towers. People with nada get knocked back to towers. These people may or may have not known each other. In extreme fights we set up clock spots and light parties to indicate where everyone should go for spreads and stacks. Hope this helped explain!

  • @sparemobius7430
    @sparemobius7430 ปีที่แล้ว

    15:13 Golbez is the boss (he is from FF4) Extreme or EX just means it is the hard mode fight you get after clearing it normally in story, PLD is Paladin, the tank it centers on.

  • @Theatricbandit
    @Theatricbandit ปีที่แล้ว

    The fact you're able to see past the huge animation of different attacks and read most of the mechanics I think will make for great FF14 raiding for you, or at least something you can probably appreciate, especially since a majority of the mechanics you will see in earlier content or even the normal mode of this fight. FF likes over the top animation at times, but will make sure you see what you need to see in order to resolve a mechanic or do something important. Enjoy your time in Eorzea, take your time and enjoy the journey, I'd recommend trying not to rush and miss out on what the game offers, especially if you're into a good long term story.

  • @gonoki888
    @gonoki888 ปีที่แล้ว

    8:00 I havent played the game for a year so I dont really know how exactly they do this. But in most of the raid, we already decided which goes to where. For this mechanic, from the looks of it, 2 people will get the flare marker (the one where you have to stay away from the party), and the rest have to soak. On the 2 flare marker, 1 Tank and 1 DPS got it. In FFXIV, usually the marker goes to either Tank/Healer (4 players) or DPS (the other 4 players). So for this, maybe they already decided that if the Tank or Healer got the flare marker, they go to the north part, and south for DPS.

    • @tjl9458
      @tjl9458 ปีที่แล้ว

      In this fight, a healer always gets the knockback marker (the purple marker in the centre) and they move to dead centre so people get knocked in the right directions. A single tank/healer and a single DPS get the flare markers, so they position in two of the markers around the centre to get knocked into the empty corner. So, now you have 3 DPS and 2 tanks/healers who have no markers. The South is always a two person tower to be soaked and the North is always a three person tower. So, as a DPS you'd always get knocked north and the tanks/healers always get knocked south. So, you were close. It was just reversed.

  • @MugiwarasNakama
    @MugiwarasNakama หลายเดือนก่อน

    So the push back. The two towers on the perimeter of the arena have a different number of beacons within. The number of beacons indicates how many players must soak in order for the tower to not erupt and cause a potential wipe. On top of that the damage the towers deal is split among the people soaking. Because of this the tower with only 2 beacons will do alot more damage to the players soaking than the tower with 3 beacons. At the same time 2 random DPS will get the white triangle markers on them which indicate that a proximity based erruption will occur on those players as a result you want them to go to the opposite corners of the room devoid of the towers so the soaking players take as little damage as possible from the proximity damage. So. The two tanks soak the pillar with only 2 beacons. The two DPS with proximity markers go to the opposite corners of the map where there are no pillars. The rest of the group take the last pillar with three beacons. Also the beacons indicate only the minimum number of players that must soak. If you have everyone alive you will have 4 players soaking the tower with three beacons and split the damage with all four making it even safer. Edit : I was wrong. I forgot one player is the one with the push back marker. That player must stand in the dead center of the arena. If they are too off center it can cause some players to be knocked back unevenly causing a wipe or those players could even be sent off the edge. Edit again : players will also have debuffs on them that will signify what mechanic they have on them so even with the messy visuals it's still very easy to tell what mechanic you have on you.

  • @Phnxkon
    @Phnxkon ปีที่แล้ว

    The three arrows are flares you don't want to be near them so the people with those go away from the pillars that need to be soaked. The knock back radiates from the center of the room and that's what the ground markers are for.

  • @pentagonofpeople
    @pentagonofpeople ปีที่แล้ว

    Some things that you didn't quite seem to get:
    First of all, not specific to this fight: Statics are specifically player-made groups that do high-end content together. The ingame terms are full party for 8man, light party for 4man, and alliance for 24man. There are also multiple tiers of challenge content. In order of easier to hardest it goes extreme>savage>ultimate (And on the side there's unreal, which are only available for so long before they cycle out; as well as critereon which are 4man dungeons as opposed to 8man boss fights), so this is one of the easier fights in that regard, though still something that players are expected to puzzle through in order to earn their rewards
    6:15
    You have to pay attention to his aura here as it'll tell you what mechanic gets added to the next moon attack
    6:30
    Here he does three tankbusters in a row, with each tankbuster giving you a stack of a debuff. The individual stacks do nothing, but if you reach three stacks you die instantly, so the offtank has to pull aggro for 1 or 2 attacks
    7:00
    The lesser wall of this fight: double meteors. The markers where it's three big arrows pointing out are called flare markers. The closer you are to somebody with a flare, the more damage you'll take. Here, one is put on a dps, and another on a not-dps (or support, if you prefer). Another non-dps will have a big purple knockback marker, they have to stand in the exact middle, as everybody else will be knocked back from them. The dps without a marker get knocked towards the three grouped towers (literally just called towers. If nobody is standing in the tower's area when it expires then they deal big raidwide damage) to the north, likewise with the unmarked supports going to the two southern towers, the dps flare goes to the empty north corner, and the support flare goes to the southern empty corner. Then the boss shoots a laser at the person that had the knockback marker, just for good measure. If anybody is out of place then everybody dies, but there is a decent amount of time to adjust yourself before and after the knockback
    10:00
    The smallish white circles attached to a couple players are called "enumeration" and you need to have exactly two people per circle or else everybody in the circle dies. Also if you get clipped by any of those sequential AoEs that are going on at the same time they give you a debuff that will make the enumeration kill you even if you have the right number of people
    12:30
    The main wall of this fight: Gales 2. On top of everything that happened at the vid's 4 minute mark, you also have to do enumerations (Each dps is paired up with a specific support to coordinate this) AND lightparties (Split the 8 players into two groups of four, each one attached to a specific one of the healers). Written like this it sounds like less than the double meteors, but playing through it there's MUCH more to keep track of. Meteors you just have to find your spot once. With Gales 2 it's 7 things over the course of like 10 seconds (the four waves of orbs, the icewall, the pairs, and the parties) and just when you begin to celebrate finally doing it correctly, it's immediately followed by the moon blade

  • @tjp005
    @tjp005 ปีที่แล้ว

    the best way to put raiding in ffxiv into a few words is a dance. i lead a static for savage raids this tier and i've cleared an ultimate but the entire gimmick of all of it is that if you learn the dance moves you can do the fight. there may be priorities to who you are dance partnered with ( multiple steps mechanics ) or who you have as front and centre (melee uptime) but it's all one big dance. take it one step at a time and you'll learn to raid in no time! i genuinely hope you enjoy the story and have a good introduction to the raid vibes of ffxiv!

  • @williamgrunzweig571
    @williamgrunzweig571 ปีที่แล้ว

    The music is the exact music from ff2(ff4 japan). This is cecils brother, the dark knight with his dark dragon. They look just like the dragons from ff2 on the moon. The snes release is the only one to play.

  • @tibeautgo1700
    @tibeautgo1700 ปีที่แล้ว

    I have been doing this raid myself, the knockback mechanic everyone gets a random part, a tank takes a 3 arrow, a healer takes the knockback, and a dps gets the 2nd arrow, the rest fill towers. You want to align with the 4 middle squares and knockback in middle. He 3 arrows pointing outwards are flares, its a signal that a large aoe will hit that player, so they want to be away from others, thats also why they go away from others

  • @nathanosworth4640
    @nathanosworth4640 ปีที่แล้ว

    As someone that's attempted this very fight on Extreme, it is a LOT to try and take in at once: we wiped several times, but good parties remind everyone that it's a learning experience and that if we need to, we can end it and repair gear to try it again
    Good raid parties are able to talk things through with mechanics and callout what needs to be watched for

  • @sorinsnow3232
    @sorinsnow3232 ปีที่แล้ว

    15:50 not quite from the boss no, everyones getting pushed away from the center and then after that push, away from the 2 with the blue arrow push markers, thats what the 4 numbered square marks in the center are for, the push marker peeps go alone into the diagonal squares from eachother that line up to the empty corners and everyone else splits to the 2 squares in the quadrants with the towers that need soaking so they get pushed into the towers just in time, also, as the initial push mechanic is purple rather than orange, you cant resist it with your oGCD anti push button so you have to take it

  • @PastaTime88
    @PastaTime88 ปีที่แล้ว

    so the big purple ring thats pulsing is a knockback around the player with the marker, so they run to the middle, where you position yourself will be knock backed in that direction, so the players with the silver marker are on opposite corners and the remaining players try to get knockbacked into the towers

  • @miqotesoulia8620
    @miqotesoulia8620 ปีที่แล้ว

    giving me preach vibes with your breakdown/knowledge. WoW mechanics always relatable when it comes to FF. we a have a few rare gem of mechs that are really interesting to certain fights. Yes tons of accessibility options built in game for user experience. No need for add-ons.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว

      Even being compared to Preach is a big compliment 😄 I can’t wait to learn more and better be able to understand the similarities and differences between the two games.

  • @TheSandwichAftermath
    @TheSandwichAftermath ปีที่แล้ว

    the "simple enough" comment at 10:05 is so perfect because this kind of mechanic happens all the time in FFXIV fights and yet somehow people get caught in them, running for their lives, and it's the funniest thing and we all end up giggling at the end.

  • @kamil118
    @kamil118 ปีที่แล้ว

    There is 400 comment here so I bet somebody already explained the marker clusterfuck mechanic that happens 2 times in the fight but:
    North tower (either NE or NW) requires 3 people to soak it
    South tower (SW or SE, they are always opposite but can be in random corner) requires 2 people to soak it.
    1 of the dps and one of the tanks get targeted with proximity aoe damage (3 arrows pointing away from the player), they go to the corners without towers. Usually DPS goes to the north and tank to the south corner.
    One of the healer is targeted with knockback around them (purple arrows), they are later targeted by a baited line cleave.
    General strategy for this is:
    Healer with knockback around them stands in the middle of the arena.
    Tanks and dps with proximity damage position themselves to get knocked back to the corners without towers (DPS to the north empty corner, tank to the south empty corner)
    Remaining dps position themselves to go to the north tower, while the other healer and tank to the south tower.
    Once the proximity damage explode and towers are soaked the healer in the middle steps back to bait the cleave in a way it won't hit other players.

  • @lucenttehmang
    @lucenttehmang ปีที่แล้ว

    Looking forward to your stream on Monday!

  • @fuzzwobble
    @fuzzwobble ปีที่แล้ว

    Notice there are 5 pillars; 3 and 2. A players gets a mark that they'll knock back everybody, and they go to the center. The two players who get the arrows need to go where there are no pillars to burst out their line attacks, but not to the same empty corner. Then the players have a means to figure out who is in team of 3, who is in team of 2, and they need to go to the pillars.
    They stand in position around the knockback and get slid into the right spot. One person doing this wrong is usually a wipe.

  • @SakuraShuuichi
    @SakuraShuuichi ปีที่แล้ว

    For the knock back mechanic you are close to what is happening, but not quite there
    I put the explaination lower as to not spoil people that haven't done the fight and don;t want to know.
    1 of the healers is marked with the purple knockback and they move to the center, 1 tank has the triangular mark or "Flare marker" which is a solo soak where the closer allies are to you the more damage they will take, the pillars are usually referred to as towers 1 person for each one, so the corner with 3 towers needs 3 people the corner with 2 towers needs 2 people the people with the "flare marker" need thier own corner, and the healer in the center gets targeted by a line aoe after the towers go off that they need to aim away from the middle and the rest of the team needs to watch out for.

  • @PDohm123
    @PDohm123 ปีที่แล้ว

    Carbuncle is not an actual combat pet for Summoners. Not anymore. Carbuncle can do some basic attacks and provides Radiant Aegis. But, as summoner is now, you have to rely on Demi-Bahamut to start your summoner rotation. After you use up Bahamut, you get Garuda, Titan, and Ifrit. Each of these provide attack abilities specific to their element (Wind, Earth, and Fire, respectively). You can use the summons in any order. I use Garuda, Titan, than Ifrit. When Demi-Phoenix comes off CD, use it, and do the same thing as you do with Bahamut. But, Carbuncle is not, officially, a summon after you hit 30, iirc.

  • @armanightrealm4217
    @armanightrealm4217 ปีที่แล้ว

    I’ve been looking for the boss cast meter, like “where is it?” Because you kind of memorizing the animation, what’s the skill name, and such because there’s a lot of mechanic that have similar name but different way to solve it and the same goes for the animation and FFXIV always have the rule of thumb for pairs and stack depending on the situations, so it’s already like auto movement (at least for me :”D)

  • @0newingedangel510
    @0newingedangel510 ปีที่แล้ว

    you def should look at one of the ultimates :D
    Dragonsongs Reprise for example (DSR for short) those fights are amazing! :D

  • @nukfauxsho
    @nukfauxsho ปีที่แล้ว

    Also, there are "tells" based on the characters position but also colors and faces! A boss crying is a different effect than a boss with its mouth open!

  • @hugonez
    @hugonez ปีที่แล้ว

    8:00 Tanks and Healers go south, so 1 healer allways get the purple arrows thing (knockback) so it stays in the middle for everyone to survive, big arrow point out is a get away from me, big aoe damage to whoever gets near it, and the 2 that dont get it go to the towers, same thing with dps at north( they just dont get the purple thing, so its 3 in the towers) u can see the pillars as an indicative on how many are needed to resolve it

    • @hugonez
      @hugonez ปีที่แล้ว

      those 1s and 2s are to mark tanks and healers for stack mechs

  • @Enderlinkpawnu
    @Enderlinkpawnu ปีที่แล้ว

    I have never played wow, but I think the closest equivalance to an extreme trial in terms of WoW difficulty would be somewhere between a normal and a heroic. The savage raids would be closer to mythic, and ultimates beyond that.
    But even then, I’d say out of the current expantion extreme trials this one in particular is one of the harder ones (i’d say its up there with barbie, with barbie being slightly harder imo), even the normal “lfr” version trips people up pretty often from my experience.
    Edit: for funzies. To explain the logic of the double meteor mechanic. FFXIV uses a lot of the same telegraphs for every fight in the game, its just presented in different ways. So for that mechanic specific you have one knockback (the purple arrows going out) that will target one of the healers, two blue flare (get away) markers targeting a dps and a T/H that isn’t the H with the knockback, then you have the two soak towers. The number of pillars in the tower indicates how many people you need per tower, so the one at north requires 3, the one at south requires 2. There is also a baited tether that the knockback healer needs to resolve after the towers and flares resolve that makes a line aoe from the dragon. Who gets the knockback out of the two healers, or who gets one of the two flares is chosen at random, so you just kinda have to pay attention and know where to go.
    So this is where the middle markers come in. The markers indicate where one would need to stand in order to get knocked back to the correct position, without getting knocked off the map, as well as indicating where the middle is for the healer with the knockback. So you have the dps flare go north to the intercardnal (ne/nw) WITHOUT the tower, and the other three unmarked dps ride the knockback into the tower, same goes to the south but with the remaining healer and the tanks. And then everyone just holds position until the line aoe goes off, that the knockback healer will bait down the middle. And as you saw this happens in the span of about five seconds, and you definately want to keep uptime as much as your chosen job allows WHILE resolving the mechanic, as the boss is targetable the entire time.
    Another fun mechanic is after the first Black Fang, when he starts channeling the dragon, there is a visual telegraph on the boss that will inform a mechanic later on. If its a small shadowy ciricle, it will result in two four person stacks (called in FF terms a “light party stack”) and an “out” (get away from the boss because he does a point blank aoe). If the shadowy circle takes up the entire arena, then its a “in and spread” the boss will do a donut aoe (where the boss’s hitbox (the red unfinished circle around the boss) is safe) and then the party will need to quickly spread out as they will get aoes around each of them (and getting clipped by two will result in instant death). For the spreads FF players use “clock spots” so basically they just pick a direction the run. Typically the healers and tanks take the cardnals (usually tanks north/south, healers east/west) and the melees take the intercardnal directions (with melees on SE/SW so they can do their flank/back positionals and the ranged on NE/NW because they don’t have positionals). Its quite a lot to take in, but as you play the game you’ll learn the logic and find that a lot of mechanics are reused, just recontexualized or done with a slight twist.

  • @CalamitasDeus
    @CalamitasDeus ปีที่แล้ว

    Just to kindly fill in stuff you don't know...
    Job icons are color-coded according to role. From the top down, you have a paladin, warrior, white mage, sage, samurai, reaper, machinist, and summoner.
    The raid you're thinking of is the Unending Coil of Bahamut (Ultimate).
    Your chat told you, but those red markers were AoE tank breakers, hence the defensive abilities used in response.
    The three sword slams is also a tank breaker, but this one the tanks swapped so the third hit wouldn't kill the warrior. If you check the status indicators on the party list, the warrior has a purple mark with 2 and the paladin has the same mark with 1.
    To tell who's going where, you just need to know the origin point of the knockback. That's easy: dead center. The players who got hit with meteors had what we call "flare markers" on them, indicating you don't want to be near them. The pillars were an indication of how many players were needed to soak that. Therefore, flares go to opposite non-pillar corners and three players each go to the pillar corners. To do that, everyone simply stands near, but not on, the center of the map so the knockback puts them where they need to be.
    While trying to figure out the knockback/pillar mechanic, you indicated the marks on the players. Those we usually use just to keep track of the tanks and healers. We do that because we often have mechanics that target that role specifically.
    Carbuncle is necessary for summoners in this game. Basically, we're the burst phase mage. Having Carbuncle out lets us do our other summons, which trade out with Carbuncle temporarily. We channel a dragon first, who stays out to attack alongside us. After that, we have three other summons who come out, do a move, then leave, and we temporarily channel their power. Then we get a firebird, who stays out like the dragon does. Finally, the other three summons again. We have a limited amount of time to use each channel/summon, so we have to keep in mind which summon to use when during a fight.
    You don't have to be a coordinated group on Discord or something. Usually, there's some discussion before you actually pull.
    If you die, you come back with Weakness, a 25% drop in your main stats like Strength. If you die while you have Weakness, you come back with a 50% drop called Brink of Death.
    Red mage is great!
    In terms of difficulty level, Extreme trials are at the bottom, Savage raids are harder and considered the main combat endgame, and Ultimate raids are for those who truly wish to test their mettle.

  • @NogginNogs
    @NogginNogs ปีที่แล้ว

    The purple arrows effect is a knock back, one player gets that, sets themselves in the middle. The arrows are aoe damage markers, don't be with them. the towers are vulnerability towers, you have to have the correct number of people in them or its massive raid wide damage. Everyone knows where to go depending on what effect they have.

  • @AleXannon92
    @AleXannon92 ปีที่แล้ว +1

    it's cool a lot of wow raiders are taking the chance to play ff14.
    i imagine echo played a big part in that.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว

      More So just WoW being in a really rough state and me needing a mental reset/break.
      My inspiration is my friend Cclemon LOVES this game him and his wife are obsessed so they tell me about it all the time 😆

  • @melissas4874
    @melissas4874 ปีที่แล้ว +1

    Just as WoW borrows bosses from the older Warcraft solo games, FFXIV does the same. This boss is originally from FF4 which was released in 1991. I believe the first Warcraft game was in 1994 or so?
    I would not wait until the next expansion releases to start playing. Many in comments here are telling you that people still do older raids, etc but that is because there is no new expansion. Once that expansion releases the queue for older content (like roulettes) will be longer (like 15+ minutes).
    One word of advice though - brush up on your math skills.

    • @Psybear_tv
      @Psybear_tv  ปีที่แล้ว

      I’m stating my playthrough in 1 hour 😳 hoping to be ready by Dawntrail so I can experience it fresh with everyone