Sorry that this has ended up a long one! I felt a few of the more complicated mechanics really benefited from a more in-depth breakdown. If you're coming to this guide from PF already knowing the fight, here's a rough breakdown of what I show Paradeigma 1: I show both standard and tank invuln strat Paradeigma 2: Player relative, DPS NW->CCW, TH N->CW Paradeigma 3: + north, X south, H1>MT>OT>H2 priority for towers, crossed tether soaks middle tower LC: I show both 2&4 moving back to where the boss was and (briefly) 2&4 starting middle of the adjacent wall. Superchain IIA: I show both near and far spots for the pair nearest to middle As always, talk to your party in PF to clarify strats before pulling. Good luck going for the kill!
@@Kambra This is one of the problems with a top down perspective for something happening in the z-axis. If you look closely at which wings are glowing, you'll see that I'm showing a bottom to top pattern. It unfortunately will look a bit like top to bottom because the boss is upside down from the perspective I use. Sorry for any confusion!
@@ashinoxI play every role and really don't get it when supports put down the dps for no fucking reason Like do you not realize the only reason why you can clear this in the first place is because people are willing to learn difficult rotations while performing complex maneuvers? Have you ever tried actually doing the Stone, Sea, and Sky dummy for P12S on a DPS? It's not easy. Now, don't get me wrong, this isn't me implying supports' job is easy. I play supports. It's just absurd to me when people make this a us vs them thing. You mfers are a team. Stop hating each other.
The order of the adds performing beams and mini pbAOEs during Limit Cut is variable. However, you can actually see the order ahead of time. When Athena initially summons the adds and does the big raidwide to transition into Limit Cut, the adds are sitting in a ring around her. Intercardinal adds correspond to the beams. Cardinal adds correspond to the mini pbAOEs. They leave the field one at a time, and that tells you the order they're going to perform in. If you see intercards leaving one after another, those beams will come quickly. If you see intercards and cardinals alternating, then it'll be a more relaxed pace.
One thing to mention that really wasnt touched on here: The Bait lasers during limit cut will vary in speed, this is due to the lasers and cleaves being in two sets of: 2 beams 2 Cleaves. This can lead to a FAST or SLOW variation for those baits as the order could be: cleave/cleave/beam/beam then beam/beam/cleave/cleave (fast baits for 1/3) or beam/beam/cleave/cleave then cleave/cleave/beam/beam (slow baits for 1/3). All this to say 1/3 has to be quick when it comes to their turn to bait as it could come very quickly after they have solved their dashes. Also it is also good practice that if you are waiting to bait try to keep rotating away from the pair coming towards you with their puddles or you could end up clipping them with your lasers.
One way to memorize positions for SC Theory 1 is to look at the graphic of your debuff. If your laser appears to be aimed left (as if it was coming from the boss) then you stand left, if it appears to be aimed right then stand right. Likewise for the other 6 players, if the person in your debuff is standing right then you stand right. Same with the tower in the debuff.
the funny part is, the normal mode version is also basically limit cut, but with simple aoe markers that appear delayed on players as athena dashes towards you rather than numbers, because squeen thinks numbers are too hard for normal content
One important note for Superchain Theory IIA that a lot of people get wrong: the circle AoE in the middle after the donut actually goes off at the same time as the third Trinity cleave, rather than with the final baits. Because of that, it's extremely important that you get out of middle as quickly as possible after the donut (which is why most people will sprint there), but it also means that M1 and M2 can adjust back towards middle right before the baits go out. As well, it helps to remember that the Trinity during SCIIA is always bottom to top.
For the right/left side spreads during SC1, an even simpler way to know where you go is one Nukemaru mentions in his guide. Dark Debuff has the guy on the right side of the icon so you go right. Dark tower debuff has the tower on the right side of the icon, so you go right. Dark laser debuff has it pointing to the left side so you go left. Same way for light but they're all on the opposite side.
@@slimfastsubaru2043 look at the debuff icons. go in the direction indicated by your debuff (If person/tower is on left side of icon, go left, and vice versa. for laser, look at which side of the icon the bottom part of the laser is at, then go to that side)
Something I think should have been mentioned about para 3: the assignment of the tower debuff element is random and will not always be dark, so dps (and the tower players) need to check their debuffs as well as which tethers are on their platform, ive seen people new to the mechanic assume its always dark towers
thanks a big amount for these guides, the way you explain them and show how they work are very clear, and not having to rely on things like gameplay footage or static raidplans is so helpful in figuring out what to do, especially with this fight since it has a lot of head scratching stuff, at least for me
during para3, it's important the supports know that you can get ANY of the debuffs; towers, cross, or x can go on either healers or tanks, it's not set to healers getting the cross or x and tanks getting the tower drops.
Thank you a bunch for your guides! I like how you explain the mechanics so it really helps for me to understand and if needed adjust a strat that's better for my group. One of our members can't do left/right so understanding a fight is more important than just watching a pov of a fight! Thanks again!
There's 6 relative patterns for the Adds in limit cut as the system picks two from these variables; bbcc, bcbc, bccb, cbbc, cbcb, ccbb. Meaning it's most likely that you will come across at least TWO beam sets going off consecutively, with the least likely pattern being the full consecutive pattern as that requires ccbbbbcc. So just watch the adds and note which beam sets are going off fast.
Thanks for explaining how the mechanic work so I can work on any strats I see. Superchain Theory 2 explaination was too fast for me though. I couldn't identify where to look for most chains.
For the Apodialogos/Peridialogos after SC2a, I've noticed that some groups like to do a cheese strat where a tank takes the party stack with invuln and the other tank takes the tankbuster either with lots of mits (with some from other supports) and everyone else stacks in between the 2 lines of the boss hitbox so the healing check is reduced.
the lasers during LC are not always during first dash, the order is random, the order is defined by the adds which appear in the intercardinal spots once lc starts the AoE hit. The order how the fly off is the order of the add mechanic Aoe/laser. add with a yellow puddle below him is laser. but it still doesnt matter because the ones baiting the lasers are always the same partner. it can be e.g. 1 2 7 8 or 1 3 5 7 etc. its not always the same oder gl on clear
Sorry yes, thank you for mentioning this! I tried to clarify the random nature of when the lasers/aoes go off, but not sure I did a great job emphasising it. Though in all my pulls, I’d never noticed that the adds flying off at the beginning showed the laser order.
@@HectorHectorson it can be different every pull, therefore i would suggest not to take a specific order as fixed because if you always think its 1 3 5 7 you will be late probably if the 2nd laser appears on 2nd dash, atleast in the beginning. But as mentioned it doesnt matter. If you play with sound on just listening to the beam sound is enough. I started using /echo macros and calling out what either is happening or what i need to do myself. Helped me alot during week 1 pf prog. E.g. the light parties for superchain 1, I just made an ingame macro something like what you had in your video /echo Light debuff left with red beam /echo Red debuff right with light beam /beams to the side with tower placers or something like that. It can really help also in p2 during pangenesis, made it easier to get the setup for the tower soakers right. And also on Classic concept 2 with the mirrored numbers. 1 advice i can give for superchain 2a and 2b is to take your time during the mechanic. it seems like alot but everything is in a specific order. Dont let it overwhelm you. Most people forget either the boss cleave pantheos or the adds in 2b e.g. If you need help about something for your p2 guide just let me know :) im always happy to help
Awesome guide as always Hector. There's just one thing I'd like to add during the first Unnatural Enchaiment: For the X and + debuffs, the aoes they drop are NOT based on the direction your character is facing. They are instead fixed to the cardinal edges of the arena. Meaning that, once you go to the spot corresponding to your debuff, you can always keep facing the boss without worrying about the aoes coming out in the wrong orientation. This may seem like unless information since the spots for X and + are semi-static, but I just wanted to bring it up anyway.
It would also make them pointless if they were based on character facing direction because you could just make the X hit the same way as the + and both could be in the corner and you would have room on both sides inside for the other people.
watching this as someone who just got into hard content... i feel like losing confidence, this shit looks so detailed i feel like im gonna grief my static messing up one move 💀
I'm here to update that I've... gotten the clear after so much pain and misery 😭😭 From a beginner with only 1 extreme clear on synch, I managed to clear the final tier of a savage 😭
some of us have been crying, waiting for your video xD Thank you! .. as most PF players want to use your strat, and hope the strats they were using before are the same.., if not, they'll have to learn it again with your strat
@@mysidian i've only seen t/h then dps but not g1/g2 and i just dont get why u would tank invuln, tank can easily die after and get a weakness, nice strat just play the mech 👍
So I rarely comment on videos, if ever. My static is the same as yours, we're casual hours (adult jobs am I right?) but we clear fast. I tried other guides for this fight as we're progging it now, and it made me realise how much I love your guides. I have no idea what it is, but they just work with my brain. So, please keep up the good work. My whole static loves your vids!
This is something that has been bugging me for the longest time. For paradeigma 3, if you are a support taking the East/West tower, you should never expect the straight tether DPS to adjust to you, EVER. If you get blasted by a straight laser, that's on YOU. There is an INSANE amount of open space close to the crossed tether-in fact, the corner of the tower close to the crossed tether player and away from the crossed tether player is COMPLETELY SAFE. Please use it. I flex Sage for my static, I know for certain that the supports there don't have anything going on at that one moment. The healers are done putting their pre-heals. The tanks are done adjusting. The DPS? They're busy trying to position while landing their 1-minute burst. They aren't going to pay attention to you. Even more so if they are a caster.
question: about Superchain Theory 1, during the second donut/colored lazers, is it strictly necessary for the players to be in a line? or can they just stack together as impromptu light parties?
Add relative for para 2 is objectively better in terms of how early you can solve the mech. Player relative depends on people getting to their spots relatively quickly, which can screw over casters if they weren't properly prepositioned middle.
I think pf players found it easier to see player tethers than the adds, which might be why player relative is more popular in pf. Luckily, anyone who prefers add-relative can still do that in a player relative group. With the prios in my video, a player can do add relative by looking E->CCW as a dps or S->CW as a support. Will still lead to the same positioning as the player relative players.
I don't believe it's true that there will be one light tether and one dark tether in the supports and the DPS for Para 2. You can definitely have two dps get light tethers and two supports get dark tethers.
Good catch! The 1 light/1 dark only applies to debuffs. It shouldn't affect how the mechanic is resolved, but useful to know if trying to craft an alternate strat.
@@HectorHectorson Yeah, we just got to the fight yesterday and did a blind prog. At first we also thought it was always one of each element so we decided to solve it by looking for an opposite colour in your same role group, but that quickly stopped working.
I can't believe pf does 2-4 rotate back into Athena for LC. It's objectively worse than them just staying still. Cheers for you mentioning it, maybe pf will eventually come around
@@demonicvampire01 dashes need to be baited to be as long as possible. If 2 rotates back into Athena, the 1 -> 2 dash becomes longer, yes, but now the 2->3 dash becomes shorter than if the 2s just stayed on the flat wall. The real dangerous dash becomes the 3 -> 4 which becomes a flat wall to flat wall dash. Rotating essentially makes half the dashes longer but the other half of the dashes risk being too short
The priority (DPS NW CCW, TH N CW) is usually the same, but what you're looking for is different. In player relative, you're looking for a player with the opposite debuff to stand next to. In add relative, you're looking for an add with the opposite colour, and following that tether to find where you stand. Very similar methods, but with roughly opposite answers. For example, if the adds are - D - D - L - L - the players when they drag their tethers opposite will be - L - L - D - D - In add relative, a light debuff DPS will see the dark add west and follow it opposite to stand next to the player East. In player relative, a light debuff DPS waits a second for the tethers to be stretched, see the dark tether player South, and goes next to them.
I am kinda disappointed that you're not talking about SC2A Caster uptime there, as per not only it gives uptime to casters, but it is also less movements and overall less thinking than the "normal" way of doing it.
@@av2279 Caster uptime will never be prioritised over melee uptime, because casters have ways to play around mechanics to keep uptime and melees don't, if a melee is away from the boss for more than 2.5s they lose uptime and there is no way they can play around it.
@@PvtVallen Uhh... that's a debatable perspective, but it's not relevant either way. Superchain Theory 2A is not a case of melee uptime vs caster uptime. It's a case of basic srat vs caster uptime strat. That's my whole point. So you use either a basic strat, where no one gets catered to, or caster uptime, where at least the casters get better uptime. I never said caster uptime should be prioritized over melee uptime. I said caster uptime should be pushed when it's an option, just like melee uptime.
I've noticed that the in-game community is using pastebin as their preferred strategy at the expense of Hector strats. I can't understand why this is as I strongly prefer Hector.
My P12S guides came out fairly late this tier, and the Pastebin strats help everyone in PF to be on the same page. If you prefer what I show in my guides, the good news is that my phase 1 guide only differs from the pastebin in a few minor ways (SC spreads, SC2a pair spots) and my phase 2 guide uses the same strats as the pastebin.
I dont get why everyone insists on using Para 1 strats that either grief your tanks or your casters when you can do Argon's cringeless with minimal movement and brainpower.
Never for bottom to top. Double dodge only occurs if the wings go from top to bottom. Double dodge for bottom to top would require all 3 glowing circles to be on the same side, which does not happen.
Thank you about the position in Paradeigma 1 bc Im a healer and the position in pf is PAINFUL. BTW have no idea why the tank invul way is so popular in pf. This will make both tank weak like a piece of paper in next 4 mins and just die by auto attack in 1 sec😂
I think its popularity comes from people doing the fight new who haven't learnt the proper way of resolving it. It's an opportunity to never have to learn Paradeigma 1 positions or timings.
@@HectorHectorsonTBH it'll take more time to get through with the mechanic in next 3 mins bc tank dead accidently easily. And it's just the very first one, don't need a lot of time to practice… Sorry to complain about it. Thanks for the guide again! Likes your guide❤
Tank invuln is good when people are still learning the wing patterns, but you won't find any clear parties doing it. If you don't invuln at the start you can invuln 3 out of the 4 tank busters in the fight anyways so I feel like doing normal Para 1 is cozier.
Huh. Every group I’ve ever been in has done tank invuln, and I’m currently on superchain 2A prog. I didn’t even know pf ever did anything else actually.
His strategy was exactly what 95% of party finder groups do. What is complicated? Stretch your tether if you get one, otherwise debuffs go to opposite color, DPS start NW ccw, T/H start NE cw. That is the standard before this video came out.
@@TheAzarak As much as it is standard it is also overcomplicated. As a tower player, you have to look around the arena to see where the people are, follow them around while they try to figure themselves out, and then still run the risk of someone else with the right color tether running up *behind* you and having to adjust to them backwards and probably eating a laser. For me personally the best way to resolve player-relative safely as a tower player is to first *solve the entire mechanic for the two relevant tether people in my head myself*, and then I know for sure where to go. This is probably too late to be relevant (at least for Aether), but please learn add-relative instead. You look at the adds that always spawn in fixed positions. You go opposite to your add and plant yourself there. The towers are resolved *exactly* in the same way as the tethers. No thinking or adjusting necessary. Is your group already doing player-relative and are you getting the mechanic with 100% consistency? Fine, keep doing what you're doing as long as it works for you. Do you constantly have people adjust at the last moment, or being in the wrong place despite them *swearing* they followed the first correct tether they found? Are you getting into the fight for the first time? Please at least consider a method that has you resolve the mechanic immediately with one glance, rather than having to think three steps ahead or having to watch everyone else in the arena first resolve their part before you can do yours.
Player relative really doesn’t seem bad. I never look at the players, I look at the adds their tethers come from. Then there’s no dealing with them being late or in the wrong quadrant. But I do see a lot of random wipes in pf from this, probably from people looking at the players.
As someone who doesn't mind clearing some weeks in with better gear, I can say that my personal enjoyment comes mostly from seeing all the mechanics and executing them correctly. If we have a few deaths here and there, I don't mind the dps check being lenient once we make it to enrage. Beyond that, most of my remaining enjoyment comes from working toward a pull that I actually feel I did well on, typically as part of reclears rather than farming. On RDM, that's mainly keeping perfect or near-perfect uptime, not forgetting mits, keeping the ogcds aligned, and keeping 2min bursts and pot windows busy with the correct parts of combos to maximize what's in there (e.g., a 2min pot comes after flare/holy and fits two entire combos afterward). All that is typically enough for a 90+ or whatever, which is a nice little reward for feeling like I earned it on a particular pull, but that doesn't mean I particularly enjoy having the dps check be tough enough that everyone needs to be playing well on the same pull. I usually spend enough time progging these that the first clear has most of the fight mapped out pretty well, so most of the enjoyment I'm going to get out of planning that is already there by the clear in most cases.
If you've already beaten a fight and are purely farming it, why handicap yourself? People who want gear mostly want it to have bigger damage numbers anyways.
And there's why I stopped playing this game, when the only content that's considered progress feels much more like homework than playing a game it's time to wrap it up, plenty of games out there that just let you play them naturally rather than having to study for a test outside of the game.
um. thats not a standard limit cut. limit cut is the move done by cruise chaser, this is more a dash mechanic than a limit cut. just because you got dots on your head doesn't mean its limit cut. you could have done better correcting pf's stupid naming, but i guess NA is stuck with this now. do better next time, you've got it in you
Sorry that this has ended up a long one! I felt a few of the more complicated mechanics really benefited from a more in-depth breakdown.
If you're coming to this guide from PF already knowing the fight, here's a rough breakdown of what I show
Paradeigma 1: I show both standard and tank invuln strat
Paradeigma 2: Player relative, DPS NW->CCW, TH N->CW
Paradeigma 3: + north, X south, H1>MT>OT>H2 priority for towers, crossed tether soaks middle tower
LC: I show both 2&4 moving back to where the boss was and (briefly) 2&4 starting middle of the adjacent wall.
Superchain IIA: I show both near and far spots for the pair nearest to middle
As always, talk to your party in PF to clarify strats before pulling.
Good luck going for the kill!
any idea on when P2 guide will be coming?
@@Kambra This is one of the problems with a top down perspective for something happening in the z-axis. If you look closely at which wings are glowing, you'll see that I'm showing a bottom to top pattern. It unfortunately will look a bit like top to bottom because the boss is upside down from the perspective I use. Sorry for any confusion!
❤❤😊❤❤
"The supports in the towers need to use their eyes"
That's it, it's over, PF in shambles
Well, we had a good run gentlemen
This is funny to me, because in my prog experience, it's always the DPS without brains XD
The support in the tower adjusts slightly towards the slanted laser and it will dodge perfectly everytime.
@@ashinox In ff14, EVERYONE is a dps.
@@ashinoxI play every role and really don't get it when supports put down the dps for no fucking reason
Like do you not realize the only reason why you can clear this in the first place is because people are willing to learn difficult rotations while performing complex maneuvers? Have you ever tried actually doing the Stone, Sea, and Sky dummy for P12S on a DPS? It's not easy.
Now, don't get me wrong, this isn't me implying supports' job is easy. I play supports. It's just absurd to me when people make this a us vs them thing. You mfers are a team. Stop hating each other.
The order of the adds performing beams and mini pbAOEs during Limit Cut is variable. However, you can actually see the order ahead of time. When Athena initially summons the adds and does the big raidwide to transition into Limit Cut, the adds are sitting in a ring around her. Intercardinal adds correspond to the beams. Cardinal adds correspond to the mini pbAOEs. They leave the field one at a time, and that tells you the order they're going to perform in. If you see intercards leaving one after another, those beams will come quickly. If you see intercards and cardinals alternating, then it'll be a more relaxed pace.
One thing to mention that really wasnt touched on here: The Bait lasers during limit cut will vary in speed, this is due to the lasers and cleaves being in two sets of: 2 beams 2 Cleaves. This can lead to a FAST or SLOW variation for those baits as the order could be: cleave/cleave/beam/beam then beam/beam/cleave/cleave (fast baits for 1/3) or beam/beam/cleave/cleave then cleave/cleave/beam/beam (slow baits for 1/3). All this to say 1/3 has to be quick when it comes to their turn to bait as it could come very quickly after they have solved their dashes. Also it is also good practice that if you are waiting to bait try to keep rotating away from the pair coming towards you with their puddles or you could end up clipping them with your lasers.
One way to memorize positions for SC Theory 1 is to look at the graphic of your debuff.
If your laser appears to be aimed left (as if it was coming from the boss) then you stand left, if it appears to be aimed right then stand right.
Likewise for the other 6 players, if the person in your debuff is standing right then you stand right. Same with the tower in the debuff.
Oh that's really neat
17:05 ‘it’s a Limit Cut’
Feels like the tagline of this tier lmfao
the funny part is, the normal mode version is also basically limit cut, but with simple aoe markers that appear delayed on players as athena dashes towards you rather than numbers, because squeen thinks numbers are too hard for normal content
@@Edzter They are right in thinking this.
One important note for Superchain Theory IIA that a lot of people get wrong: the circle AoE in the middle after the donut actually goes off at the same time as the third Trinity cleave, rather than with the final baits. Because of that, it's extremely important that you get out of middle as quickly as possible after the donut (which is why most people will sprint there), but it also means that M1 and M2 can adjust back towards middle right before the baits go out.
As well, it helps to remember that the Trinity during SCIIA is always bottom to top.
For the right/left side spreads during SC1, an even simpler way to know where you go is one Nukemaru mentions in his guide.
Dark Debuff has the guy on the right side of the icon so you go right.
Dark tower debuff has the tower on the right side of the icon, so you go right.
Dark laser debuff has it pointing to the left side so you go left.
Same way for light but they're all on the opposite side.
@@slimfastsubaru2043 look at the debuff icons. go in the direction indicated by your debuff (If person/tower is on left side of icon, go left, and vice versa. for laser, look at which side of the icon the bottom part of the laser is at, then go to that side)
My groups aren't near this fight yet but it will be a life-saver when we got to it. Thank you for your hard work sir!
Thank you so much for all your hard work. I always think your guides are the best at actually explaining what is going on in a mechanic.
I've watched like 4 or 5 other guides these past days but I swear yours are the only guides that are well explained. thank you ❤️
Truly Hector's explanations and animations is a step above
Something I think should have been mentioned about para 3: the assignment of the tower debuff element is random and will not always be dark, so dps (and the tower players) need to check their debuffs as well as which tethers are on their platform, ive seen people new to the mechanic assume its always dark towers
thanks a big amount for these guides, the way you explain them and show how they work are very clear, and not having to rely on things like gameplay footage or static raidplans is so helpful in figuring out what to do, especially with this fight since it has a lot of head scratching stuff, at least for me
during para3, it's important the supports know that you can get ANY of the debuffs; towers, cross, or x can go on either healers or tanks, it's not set to healers getting the cross or x and tanks getting the tower drops.
Thank you a bunch for your guides! I like how you explain the mechanics so it really helps for me to understand and if needed adjust a strat that's better for my group. One of our members can't do left/right so understanding a fight is more important than just watching a pov of a fight! Thanks again!
There's 6 relative patterns for the Adds in limit cut as the system picks two from these variables; bbcc, bcbc, bccb, cbbc, cbcb, ccbb. Meaning it's most likely that you will come across at least TWO beam sets going off consecutively, with the least likely pattern being the full consecutive pattern as that requires ccbbbbcc. So just watch the adds and note which beam sets are going off fast.
Haven’t even cleared p9s yet but we up 🎉
finally, my static will be able to clear p12s phase 1 next week
Thank you again Hector! You're the best! I used your guide for p11s to get a clear :)
Thanks for explaining how the mechanic work so I can work on any strats I see. Superchain Theory 2 explaination was too fast for me though. I couldn't identify where to look for most chains.
Those of us who played Kerbal Space Program will know Peri as nearest and Apo as Furthest.
For the Apodialogos/Peridialogos after SC2a, I've noticed that some groups like to do a cheese strat where a tank takes the party stack with invuln and the other tank takes the tankbuster either with lots of mits (with some from other supports) and everyone else stacks in between the 2 lines of the boss hitbox so the healing check is reduced.
Thanks Hector, always love your video guides.. Waiting for part two
The cat is perfect, as always ❤
Thanks for sharing!
the lasers during LC are not always during first dash, the order is random, the order is defined by the adds which appear in the intercardinal spots once lc starts the AoE hit. The order how the fly off is the order of the add mechanic Aoe/laser. add with a yellow puddle below him is laser. but it still doesnt matter because the ones baiting the lasers are always the same partner.
it can be e.g. 1 2 7 8 or 1 3 5 7 etc. its not always the same oder gl on clear
Sorry yes, thank you for mentioning this! I tried to clarify the random nature of when the lasers/aoes go off, but not sure I did a great job emphasising it.
Though in all my pulls, I’d never noticed that the adds flying off at the beginning showed the laser order.
@@HectorHectorson it can be different every pull, therefore i would suggest not to take a specific order as fixed because if you always think its 1 3 5 7 you will be late probably if the 2nd laser appears on 2nd dash, atleast in the beginning. But as mentioned it doesnt matter. If you play with sound on just listening to the beam sound is enough. I started using /echo macros and calling out what either is happening or what i need to do myself. Helped me alot during week 1 pf prog. E.g. the light parties for superchain 1, I just made an ingame macro something like what you had in your video
/echo Light debuff left with red beam
/echo Red debuff right with light beam
/beams to the side with tower placers
or something like that.
It can really help also in p2 during pangenesis, made it easier to get the setup for the tower soakers right. And also on Classic concept 2 with the mirrored numbers.
1 advice i can give for superchain 2a and 2b is to take your time during the mechanic.
it seems like alot but everything is in a specific order. Dont let it overwhelm you. Most people forget either the boss cleave pantheos or the adds in 2b e.g.
If you need help about something for your p2 guide just let me know :) im always happy to help
Awesome guide as always Hector. There's just one thing I'd like to add during the first Unnatural Enchaiment:
For the X and + debuffs, the aoes they drop are NOT based on the direction your character is facing. They are instead fixed to the cardinal edges of the arena. Meaning that, once you go to the spot corresponding to your debuff, you can always keep facing the boss without worrying about the aoes coming out in the wrong orientation.
This may seem like unless information since the spots for X and + are semi-static, but I just wanted to bring it up anyway.
It would also make them pointless if they were based on character facing direction because you could just make the X hit the same way as the + and both could be in the corner and you would have room on both sides inside for the other people.
Nice! I just finished P11S today.
Thanks as always hector
Hector! I really appreciate your guides. I would love to see guides for TOP/UWU/TEA some day! Thank you for all of your hard work!
9:45 The superchain 1 debuff icons tell you to go left or right. Just find wether the graph is on the left or right side.
watching this as someone who just got into hard content... i feel like losing confidence, this shit looks so detailed i feel like im gonna grief my static messing up one move 💀
You got this!
@@Lightheart7Ty, we just started progging this week and surprisingly I made it over superchain theory 1 and now we need to study para 3 😭
I'm here to update that I've... gotten the clear after so much pain and misery 😭😭
From a beginner with only 1 extreme clear on synch, I managed to clear the final tier of a savage 😭
@@walwal6449 CONGRATS!! \o/
YOU HEARD MY PRAYERS
Thank for guide again, u rly explain how mechanics works, i appreciate it👍🏻
Just got my P11S clear today. I've heard P12S in PF is hell. I guess I'll find out soon if it is.😄
I just stared this fight today, thanks hector xd
some of us have been crying, waiting for your video xD
Thank you!
..
as most PF players want to use your strat, and hope the strats they were using before are the same.., if not, they'll have to learn it again with your strat
His strat is just the exact same what pf uses so what "use your strat"???????????
@@azura756 The first mechanic is the best example for strat variance. I've seen support/dps, g1/g2, tank invuln.
@@mysidian i've only seen t/h then dps but not g1/g2 and i just dont get why u would tank invuln, tank can easily die after and get a weakness, nice strat just play the mech 👍
@@azura756 If your tanks die there either they don't know how to manage CDs or the healers just don't know how to heal anything at all.
The purple screen every time superchain casts kills me every time 😂
So I rarely comment on videos, if ever. My static is the same as yours, we're casual hours (adult jobs am I right?) but we clear fast. I tried other guides for this fight as we're progging it now, and it made me realise how much I love your guides. I have no idea what it is, but they just work with my brain. So, please keep up the good work. My whole static loves your vids!
Yess we are waiting for it
needed this one bad, king
This is something that has been bugging me for the longest time.
For paradeigma 3, if you are a support taking the East/West tower, you should never expect the straight tether DPS to adjust to you, EVER.
If you get blasted by a straight laser, that's on YOU. There is an INSANE amount of open space close to the crossed tether-in fact, the corner of the tower close to the crossed tether player and away from the crossed tether player is COMPLETELY SAFE. Please use it.
I flex Sage for my static, I know for certain that the supports there don't have anything going on at that one moment. The healers are done putting their pre-heals. The tanks are done adjusting. The DPS? They're busy trying to position while landing their 1-minute burst. They aren't going to pay attention to you. Even more so if they are a caster.
question: about Superchain Theory 1, during the second donut/colored lazers, is it strictly necessary for the players to be in a line? or can they just stack together as impromptu light parties?
The lazers hit in a line, but as long as the correct 4 are roughly left and right of the cluster, the mechanic resolves correctly.
Add relative for para 2 is objectively better in terms of how early you can solve the mech. Player relative depends on people getting to their spots relatively quickly, which can screw over casters if they weren't properly prepositioned middle.
I think pf players found it easier to see player tethers than the adds, which might be why player relative is more popular in pf.
Luckily, anyone who prefers add-relative can still do that in a player relative group. With the prios in my video, a player can do add relative by looking E->CCW as a dps or S->CW as a support. Will still lead to the same positioning as the player relative players.
@@HectorHectorson Actually genius
It's literally the same.
I was gonna give it a try untill I heard thats phase 1 welcome to phase 2
Lmao that laugh being held back 17:02, is it "ah that mechanic again" Lmao. More limit cuts, the more the merrier, very easy to resolve and fun.
Waiting for phase 2 :D
waiting for ph2 :)
Thanks a lot hector
Blessed be your soul.
I don't believe it's true that there will be one light tether and one dark tether in the supports and the DPS for Para 2. You can definitely have two dps get light tethers and two supports get dark tethers.
Good catch! The 1 light/1 dark only applies to debuffs. It shouldn't affect how the mechanic is resolved, but useful to know if trying to craft an alternate strat.
@@HectorHectorson Yeah, we just got to the fight yesterday and did a blind prog. At first we also thought it was always one of each element so we decided to solve it by looking for an opposite colour in your same role group, but that quickly stopped working.
These clock spots stray from what you see in Aether PF and the widely shared pastebin
Question, does Paradeigma 3 always occur in fixed pattern? As in TH always gets the turret and laser debuff and DPS are always tethered?
Yep. Which debuff TH get is random, as is which tether DPS get, but the mechanics are fixed to each role separately.
Hector Wiggleson
YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Damn this game so awesome 😎
thank u
this looks so hard and how am i even going to remember the 1st mech trinity of souls tho 😭
really wondering why the cross tether should soak the middle tower when the tether people are already aligned for their tower pos
Week 1 PF decided it and it stuck ever since. My group has always done straight tether takes mid, as it seemed the obvious choice.
@@HectorHectorson yee thats what i thought too, ty for the reply qq ♥
I wished there was a short video about LC... there's to many annoying versions and sometimes is very confusing when they go slow or fast.
phase2 when??
This one looks insane, what the actual f!!
Hector da GOAT
I can't believe pf does 2-4 rotate back into Athena for LC. It's objectively worse than them just staying still. Cheers for you mentioning it, maybe pf will eventually come around
Can I ask why that is?
@@demonicvampire01 dashes need to be baited to be as long as possible. If 2 rotates back into Athena, the 1 -> 2 dash becomes longer, yes, but now the 2->3 dash becomes shorter than if the 2s just stayed on the flat wall. The real dangerous dash becomes the 3 -> 4 which becomes a flat wall to flat wall dash. Rotating essentially makes half the dashes longer but the other half of the dashes risk being too short
@@KyouK ahh that does make sense. Usually we see that for some reason, 4 dies even when they are topped off. May give that a try then. Thanks!
I love this kind of content 🍒😃
"stay there and resist the urge to walk into an AoE" listen, man.
what is the difference between player and add rel for para2? could you link a toolbox or something?
The priority (DPS NW CCW, TH N CW) is usually the same, but what you're looking for is different.
In player relative, you're looking for a player with the opposite debuff to stand next to.
In add relative, you're looking for an add with the opposite colour, and following that tether to find where you stand.
Very similar methods, but with roughly opposite answers.
For example, if the adds are
- D -
D - L
- L -
the players when they drag their tethers opposite will be
- L -
L - D
- D -
In add relative, a light debuff DPS will see the dark add west and follow it opposite to stand next to the player East.
In player relative, a light debuff DPS waits a second for the tethers to be stretched, see the dark tether player South, and goes next to them.
For trinity of souls if it's going bottom to top just switch whenever there's 2 in a row on the same side. No need to memorise anything.
You're supposed to bait puddles as pairs for LC and lasers as spreads so this guide threw me off a lot.
You rock!!
I am kinda disappointed that you're not talking about SC2A Caster uptime there, as per not only it gives uptime to casters, but it is also less movements and overall less thinking than the "normal" way of doing it.
Couldn't agree more. With all the melee uptime strats being pushed, I hope SC2A uptime becomes the standard.
@@av2279 Caster uptime will never be prioritised over melee uptime, because casters have ways to play around mechanics to keep uptime and melees don't, if a melee is away from the boss for more than 2.5s they lose uptime and there is no way they can play around it.
@@PvtVallen Uhh... that's a debatable perspective, but it's not relevant either way. Superchain Theory 2A is not a case of melee uptime vs caster uptime. It's a case of basic srat vs caster uptime strat. That's my whole point. So you use either a basic strat, where no one gets catered to, or caster uptime, where at least the casters get better uptime. I never said caster uptime should be prioritized over melee uptime. I said caster uptime should be pushed when it's an option, just like melee uptime.
This will last me until the next expansion alright 😂
I've noticed that the in-game community is using pastebin as their preferred strategy at the expense of Hector strats. I can't understand why this is as I strongly prefer Hector.
My P12S guides came out fairly late this tier, and the Pastebin strats help everyone in PF to be on the same page.
If you prefer what I show in my guides, the good news is that my phase 1 guide only differs from the pastebin in a few minor ways (SC spreads, SC2a pair spots) and my phase 2 guide uses the same strats as the pastebin.
I dont get why everyone insists on using Para 1 strats that either grief your tanks or your casters when you can do Argon's cringeless with minimal movement and brainpower.
There are instants of Trinity of Souls where there is a double dodge, my static have had this a few times
Never for bottom to top. Double dodge only occurs if the wings go from top to bottom. Double dodge for bottom to top would require all 3 glowing circles to be on the same side, which does not happen.
@@HectorHectorson ah ok. I misunderstood. Thanks Hector :)
Here comes da storm...
here in 2023, youtube ads take over just make me not want to use youtube anymore
Thank you about the position in Paradeigma 1 bc Im a healer and the position in pf is PAINFUL. BTW have no idea why the tank invul way is so popular in pf. This will make both tank weak like a piece of paper in next 4 mins and just die by auto attack in 1 sec😂
I think its popularity comes from people doing the fight new who haven't learnt the proper way of resolving it. It's an opportunity to never have to learn Paradeigma 1 positions or timings.
@@HectorHectorsonTBH it'll take more time to get through with the mechanic in next 3 mins bc tank dead accidently easily. And it's just the very first one, don't need a lot of time to practice…
Sorry to complain about it. Thanks for the guide again! Likes your guide❤
Tank invuln is good when people are still learning the wing patterns, but you won't find any clear parties doing it. If you don't invuln at the start you can invuln 3 out of the 4 tank busters in the fight anyways so I feel like doing normal Para 1 is cozier.
@@Asmodelta TURE. But when I in LC prog, I still see mt asking ot (not healers) shall we invul the laser. I almost pass out😂
Huh. Every group I’ve ever been in has done tank invuln, and I’m currently on superchain 2A prog. I didn’t even know pf ever did anything else actually.
what the fuuuuuuck
me watching a guide for a fight I beat weeks ago
Week 1 group where u at
Worst fight in FF history. What a shitshow. But thanks for the guide.
You clearly never did A4S
player relative pepeW
I feel like you overcomplicated Para 2.
His strategy was exactly what 95% of party finder groups do. What is complicated? Stretch your tether if you get one, otherwise debuffs go to opposite color, DPS start NW ccw, T/H start NE cw. That is the standard before this video came out.
@@TheAzarak As much as it is standard it is also overcomplicated. As a tower player, you have to look around the arena to see where the people are, follow them around while they try to figure themselves out, and then still run the risk of someone else with the right color tether running up *behind* you and having to adjust to them backwards and probably eating a laser. For me personally the best way to resolve player-relative safely as a tower player is to first *solve the entire mechanic for the two relevant tether people in my head myself*, and then I know for sure where to go.
This is probably too late to be relevant (at least for Aether), but please learn add-relative instead. You look at the adds that always spawn in fixed positions. You go opposite to your add and plant yourself there. The towers are resolved *exactly* in the same way as the tethers. No thinking or adjusting necessary.
Is your group already doing player-relative and are you getting the mechanic with 100% consistency? Fine, keep doing what you're doing as long as it works for you. Do you constantly have people adjust at the last moment, or being in the wrong place despite them *swearing* they followed the first correct tether they found? Are you getting into the fight for the first time? Please at least consider a method that has you resolve the mechanic immediately with one glance, rather than having to think three steps ahead or having to watch everyone else in the arena first resolve their part before you can do yours.
Player relative really doesn’t seem bad. I never look at the players, I look at the adds their tethers come from. Then there’s no dealing with them being late or in the wrong quadrant. But I do see a lot of random wipes in pf from this, probably from people looking at the players.
was harder week 1
I never understood why players want "hard" content but want gear to make the encounters easier?? Wouldn't Crafted gear offer a better challenge
As someone who doesn't mind clearing some weeks in with better gear, I can say that my personal enjoyment comes mostly from seeing all the mechanics and executing them correctly. If we have a few deaths here and there, I don't mind the dps check being lenient once we make it to enrage.
Beyond that, most of my remaining enjoyment comes from working toward a pull that I actually feel I did well on, typically as part of reclears rather than farming. On RDM, that's mainly keeping perfect or near-perfect uptime, not forgetting mits, keeping the ogcds aligned, and keeping 2min bursts and pot windows busy with the correct parts of combos to maximize what's in there (e.g., a 2min pot comes after flare/holy and fits two entire combos afterward). All that is typically enough for a 90+ or whatever, which is a nice little reward for feeling like I earned it on a particular pull, but that doesn't mean I particularly enjoy having the dps check be tough enough that everyone needs to be playing well on the same pull.
I usually spend enough time progging these that the first clear has most of the fight mapped out pretty well, so most of the enjoyment I'm going to get out of planning that is already there by the clear in most cases.
If you've already beaten a fight and are purely farming it, why handicap yourself? People who want gear mostly want it to have bigger damage numbers anyways.
And there's why I stopped playing this game, when the only content that's considered progress feels much more like homework than playing a game it's time to wrap it up, plenty of games out there that just let you play them naturally rather than having to study for a test outside of the game.
um. thats not a standard limit cut. limit cut is the move done by cruise chaser, this is more a dash mechanic than a limit cut. just because you got dots on your head doesn't mean its limit cut. you could have done better correcting pf's stupid naming, but i guess NA is stuck with this now. do better next time, you've got it in you
you really shouldnt express your thoughts.
the boss is hitting people in a sequence and they need to move around, who cares
@@harryrundle7897 call it a number mechanic then
@@GreenTurts why do you care? that's like complaining about people saying protean, dynamo, or defamation, that's just silly
@@harryrundle7897 by that definition dog 1 from p8s is a limit cut.