I decided to try something different with this video as with my new computer I wanted to try and improve my editing, so I would greatly appreciate any feedback about it. Do you like it? Do you think it's a little to much? Also an addition that need to be made that I didn't think about until later(the day after uploading). The damage of limit breaks are based on the party not the individual. Meaning if you have two melee it doesn't matter who uses it. This is also why it's best that if someone has the weakness debuff for them to use it since the damage from the weakness isn't going to effect it. Furthermore, while I didn't directly say it melee lb does more damage than ranged or caster lbs since it's single target.
The one thing I'd add for the Enmity section... if you have aggro and are not the tank for the love of all that's good, bring it to the tank. Most people don't seem to learn that lesson. Great video, excellent editing.
Very true, BUT tanks often pull a bunch of mobs and run away to pull even more - which makes sense. However, a lot of the time they dont aggro every mob, which then leads to the mobs attacking you while you can't catch up to the tank, because they're running for more. This is really annoying when you play as a healer and you just generate aggro by existing (healing/shielding the initial damage). This can create difficult situations, especially for new players. But yea, if a tank is standing still bring it to them.
@@akito6572 Wall to Wall is standard (outside of ARR dungeons) and you're also running at that point so it still applies, click sprint and drag the angry creature to the blue nerd. Just have to remind them to make sure they get everything.
Especially if you play bard. I don't know why bards run around in circles like their asses are on fire and their hair is catching when they get aggro but I wish they'd stop.
This is a really good video for intermediate players, something that is lacking in the content space imo. Lots of beginner and high-end guides and content but little in the way helping novices graduate to intermediate then experts properly.
its about god damn time someone addressed what Arm's length does in a video. That is a Tank cooldown, and knockback prevention. I hope your video gets a bunch of views, this has been a long time needed. *coughs in 8 years FFXIV vet*
I see a tank using arm's length as mitigation in a normal dungeon, I automatically give them a commendation. Because it's not part of the multiplicative equation, it stacks with any other mit. As a tank, I usually use it as my second mitigation in a big wave pull - since I run as a WAR, this means after Bloodwhetting has worn off. Combined with Reprisal, it's a great filler before tossing up Rampart or Vengeance as a stand alone or until Bloodwhetting is back up
It's also a good tool for dps to use if they pull mobs ahead of tank, as A.) It keeps them alive, and B.) It's a free mitigation for the tanks without using a button in both the slow effect and the dps's healthbar before the tank pulls aggro back lmao
@@brianrockclimb9811 This is a great tool in the situation you are solo, or your tank has died. As a dps you won't use it much unless the mechanic you are doing calls for knockback prevention. And even then you can still completely complete mechanics without it as long as its done right.
I had the opposite problem with arms length, I knew about the slow effect, but I didnt know about the knockback nullification. I mean, the part explaining the knockback just looked like flavortext to me and the bright green and yellow parts took my attention!
Nothing in your skill description will ever be flavor text unless you're looking in the Blue Mage spellbook. If you see any text description for any skill or ability in the game, that is what it does regardless of how long or short that text is.
you usually won't have to if you and your party know what you are doing. Why waste a second mitigation when your healer can instantly heal about 3/4 of the damage you just took while using a 20% damage mitigation? And like he said, some mit effects from different classes stack. So a sge using their single man shield on a tank that just used rampart will basically render an enemy attack as nothing more than a tickle in terms of incoming damage.
Ha. That first debuff you showed is called misery and is applied to you from gremlins when they use the skill bad mouth. While asuna does not remove this debuff /comfort will. You have to be within 10 yalms of the person you are /comfort for it to work. Also I don't think you can self comfort. Anyways said all that to point out a hidden mechanic you may have unintentionally included in you video of hidden mechanics.
Yeah, I know about(My second most view shorts is about it). I mostly just chose it because it was the first non-esunable debuff I thought of. Same with bad breath.
interestingly enough there is ONE non-tank class that specifically has a move that generates Enmity, Summoner's Summon Bahamut and Summon Phoenix will specifically increase the Enmity of the primary target when cast. i've actually ripped aggro from my friend a few times during random dungeon pulls with both spells
While I like this, you missed what is probably one of the most important things that the game doesn't tell you (I'd say more important than LB or Role Actions, though I found the LB section particularly interesting): The difference between an Ability and a Spell and a Weaponskill, and how oGCD (Ability) weaving works vs the GCD. Super important, yet never explained by the game. The difference between Spell and Weaponskill is much less so - Silence can be healed while Pacification I've found no way to - but oGCD weaving is VERY important for mid to high end play.
Yeah, it's such a hard switch, even to other similar MMO games. Makes no sense to me why they continue to do this unless it's some stupid hard limitation left by the 1.0 engine or something.
I like it so much more than other games because it's so unambiguous. Some action games, I can't quite tell what part of the attack is going to hit me and when. In FFXIV thanks to snapshots, I know exactly what will hit me and when
@@mrmo4569 It also lets you plan how to use resources based on the enemy cast bar. The big example from the last raid tier was Ravening. Tanks knew to use Reprisal when the boss's hit bar was between half health and just before the actual ability cast, to ensure that it applied to the damage snapshot before the delayed actual damage cast went out 5 seconds later.
I've encountered very high level players who didn't know how to do limit breaks. If I recall correctly, the game never does a pop up for the first time Limit Break becomes available in your very first dungeon, unlike so many of the other systems such as job gauges. You have to manually find the button under general abilities / commands and drag it to your toolbar
Those were lovely explanations! I wish more DPS understood that seeing the Danger Dorito is a hint to stop attacking that target or risk getting an up close and personal visit.
W2W stone vigil is possible, but only with experienced overgeared tank & healer. Any leveling tank will get killed every time, even as Warrior using holmgang, their hp drops to 1 repeatedly before can can cast your next heal spell.
@HyouVizer Oh, I am well aware. I just wasn't aware of what other tanks were doing that I wasn't to make it work. I'm just surprised it was as simple as using Arms Length.
One thing of note with the Snapshotting, sometimes the snapshot can be delayed even after the cast bar is finished, so looking at the AoE marker is important too. Also server latency is important to keep in mind too, so if you know you have bad internet when you play, then the snapshot can possibly come earlier than you'd expect
Thanks for the tips. I would also add sth to enmity. Applying hots will generate enmity but the healing ticks for generate any, feel free to use it before pulling packs
Something more specific to keep in mind is that some healer shields with negate one another rather than stack. If you play healer you should look up which of yours break which others to make sure if youre stacking mit and shields for a raidwide you dont overwrite your co healers work
Funny how you say ffxiv didnt Tell that, but the first thing you do is reading some tooltips in ffxiv. Looks like ffxiv tells that the people. Problem is, most people dont listen
Snapshotting people in pvp was always a guilty pleasure of mine. I would run RDM put my dot combo on them before they guarded and laugh as they died wondering why they took the full amount of the dot. I may or may not be a bit of a sociopath.
I was under the impression that personal mits can be applied after snapshot as long as the damage itself hasn't happened yet, but damage reductions like reprisal, addle, and feint were calc'd when the snapshot actually happens. Never really tested it myself, but I assumed it was the case since iirc that's how shields can work?
I was actually surprised when i didnt see you speak of "party buffs"... ie the stat boosts you get for having each separate role in your party. this is often the reason why you will see 1 of each dps in your 8man party as it can make a real difference in defeating content.
This is like the few videos where I’ve understood the explanations with numbers… although my head started hurting a teeny bit (yes math literally gives me a headache), it wasn’t as horrible as other explanations.
and when other players tries to give said info in order to help floundering strangers, some enabler is going to jump in with the most inane deflection/condemnation cuz Advice=Tryhard=MEANIE
back in my day you just remembered what could and couldnt be dealt with by esuna. And you figured it out by trying to esuna shit that couldnt be esuna'd.
Um, I don't remember if works for low health healing, however, I know it doesn't work for surviving lethal because none of the invulns do. As you can't take lethal damage if your invuln
It sets the Gunbreaker to 1HP THEN applies the invuln so it's good for low health healing buuuuut it could also just outright kill the Gunbreaker if they use it on a pack of mobs for example
the snapshot thing i have noticed a few hours ago, taking damage despite being out of the animation, it's an rpg after all and even looks a lot like ff12, if the cast bar is full you will take damage
I believe so. I know for summoner you actually change you opener depending on the buffs your party has. If you have a lot you go garuda and swift slip. If you don't you go into titan.
I mean the only real spoiler in the video is Judgement and all the other tank lb3s are much bigger spoilers in comparison. Beyond that anything else I used new players have no way of knowing it's a spoiler as you wouldn't really know about it until it happens. Which is why I didn't use certain other bosses from the current normal or ally raid
So by default it is part of the target bar; however, if you go into your ui settings you can split the target bar into segments one of which is the cast bar.
@@rockingalan Yeah, because usually its something annoying like a buff or a heal. It won't mean the end of the fight if you don't do it but it will make things easier. The most notable example I can think of is the level 80 alliance raids have a couple of mobs that if not interrupted will just paralyze everyone
"Things the game doesn't tell you." >starts with Arm's Length >highlights the text where the game EXPLICITLY tells you >highlights the status ailment text where the game EXPLICITLY tells you
I think their implementation of snapshotting is the only part of this game I'd call "trash." It's unintuitive and unnecessary to not simply have the animations "hit" point be right when the snapshot takes place. It would give everyone a clearer picture right when the attack is getting ready to hit too. Right now, you see the orange go away and THEN the enemy starts reeling back for the attack animation, like wtf how is someone supposed to figure that out on their own? Everything else about combat is pretty intuitive, the markers are great, etc., but that is pure garbage and unimmersive to boot.
I find that you get used to it quite rapidly! It's a bit fun to dodge an attack and go "visually" after into it and take no damage, but once you're used to it's fine. It's like another way of thinking about dodging, where you need to focus more on your placement in the arena. I find it really fun when there's a lot of AOEs going all at once!
im gonna have to downvote here. Its very very intuitive that if the yellow bar fills up and your in the danger zone, and the danger zone goes away, you're gonna take a hit.
NoThat Single Player 102 hours to 3109 it's so fake and lie 😅 Also, there is at least 3m videos theu talk about Role abilities, i guess we need one more.
I decided to try something different with this video as with my new computer I wanted to try and improve my editing, so I would greatly appreciate any feedback about it. Do you like it? Do you think it's a little to much?
Also an addition that need to be made that I didn't think about until later(the day after uploading). The damage of limit breaks are based on the party not the individual. Meaning if you have two melee it doesn't matter who uses it. This is also why it's best that if someone has the weakness debuff for them to use it since the damage from the weakness isn't going to effect it.
Furthermore, while I didn't directly say it melee lb does more damage than ranged or caster lbs since it's single target.
fucking love it 👍
@@HyouVizer Thanks
Great vid. It would be nice if you could speak a little more slowly, that's all. only because it is not my language.
Beautifully done. I'm sure it was a lot of work but it looked very polished to me.
The biggest thing it doesn’t tell you is that it’s a waifu simulator but that YOU are the waifu
But what if I'm okay with this?
What are you talking about, Graha is RIGHT THERE
@@venny1689 YOU are WAIFU. HE is HUSBANDO.
Hell nah
Weebs
The one thing I'd add for the Enmity section... if you have aggro and are not the tank for the love of all that's good, bring it to the tank. Most people don't seem to learn that lesson. Great video, excellent editing.
I SECOND THIS IN CAPS BECAUSE PLEASE YES.
Very true, BUT tanks often pull a bunch of mobs and run away to pull even more - which makes sense. However, a lot of the time they dont aggro every mob, which then leads to the mobs attacking you while you can't catch up to the tank, because they're running for more. This is really annoying when you play as a healer and you just generate aggro by existing (healing/shielding the initial damage). This can create difficult situations, especially for new players.
But yea, if a tank is standing still bring it to them.
@@akito6572 Wall to Wall is standard (outside of ARR dungeons) and you're also running at that point so it still applies, click sprint and drag the angry creature to the blue nerd. Just have to remind them to make sure they get everything.
Especially if you play bard. I don't know why bards run around in circles like their asses are on fire and their hair is catching when they get aggro but I wish they'd stop.
This is a really good video for intermediate players, something that is lacking in the content space imo. Lots of beginner and high-end guides and content but little in the way helping novices graduate to intermediate then experts properly.
its about god damn time someone addressed what Arm's length does in a video. That is a Tank cooldown, and knockback prevention. I hope your video gets a bunch of views, this has been a long time needed. *coughs in 8 years FFXIV vet*
I see a tank using arm's length as mitigation in a normal dungeon, I automatically give them a commendation. Because it's not part of the multiplicative equation, it stacks with any other mit. As a tank, I usually use it as my second mitigation in a big wave pull - since I run as a WAR, this means after Bloodwhetting has worn off. Combined with Reprisal, it's a great filler before tossing up Rampart or Vengeance as a stand alone or until Bloodwhetting is back up
It's also a good tool for dps to use if they pull mobs ahead of tank, as A.) It keeps them alive, and B.) It's a free mitigation for the tanks without using a button in both the slow effect and the dps's healthbar before the tank pulls aggro back lmao
What if you are DPS, and have no aggro, can I still use arms length and trigger the effect if I don’t take damage from trash mobs?
@@brianrockclimb9811 Nope, you have to be hit by mobs for the slow effect to happen, you still get the knockback immunity no matter what.
@@brianrockclimb9811 This is a great tool in the situation you are solo, or your tank has died. As a dps you won't use it much unless the mechanic you are doing calls for knockback prevention. And even then you can still completely complete mechanics without it as long as its done right.
I had no idea that temperance and asylum worked like that! The edits were clean looking forward to seeing the next video.
Jocat: READ YOUR TOOL TIPS!
I had the opposite problem with arms length, I knew about the slow effect, but I didnt know about the knockback nullification. I mean, the part explaining the knockback just looked like flavortext to me and the bright green and yellow parts took my attention!
Nothing in your skill description will ever be flavor text unless you're looking in the Blue Mage spellbook. If you see any text description for any skill or ability in the game, that is what it does regardless of how long or short that text is.
It was the opposite for me. Kept it off CD for boss fights, neglected it for Adds.
I love how you showed the buff/not-buffed dots, but your not-buffed dot kept rolling crit/dh/crtdh damage haha
DAMN that multiplicative/ addiive for mit and buff is excellent! I had heard about don't stack mits but buff, but now I understand why. Thank you
you usually won't have to if you and your party know what you are doing. Why waste a second mitigation when your healer can instantly heal about 3/4 of the damage you just took while using a 20% damage mitigation? And like he said, some mit effects from different classes stack. So a sge using their single man shield on a tank that just used rampart will basically render an enemy attack as nothing more than a tickle in terms of incoming damage.
Fun fact: the Debuff at 2:10 Despair can actually be removed if you use the emote 'Comfort' on the target
This Sounds Like a playground rumor XD
@@leoboi4957 Must test, for science.
Also Must be close to them to get it to work. Same distance when emoting quest npc's
Ive been playing this game for 3 years and learned several things i never knew amazing lol
Ha. That first debuff you showed is called misery and is applied to you from gremlins when they use the skill bad mouth. While asuna does not remove this debuff /comfort will. You have to be within 10 yalms of the person you are /comfort for it to work. Also I don't think you can self comfort. Anyways said all that to point out a hidden mechanic you may have unintentionally included in you video of hidden mechanics.
Yeah, I know about(My second most view shorts is about it). I mostly just chose it because it was the first non-esunable debuff I thought of. Same with bad breath.
interestingly enough there is ONE non-tank class that specifically has a move that generates Enmity, Summoner's Summon Bahamut and Summon Phoenix will specifically increase the Enmity of the primary target when cast. i've actually ripped aggro from my friend a few times during random dungeon pulls with both spells
Wonderful video, keep up the good work!
While I like this, you missed what is probably one of the most important things that the game doesn't tell you (I'd say more important than LB or Role Actions, though I found the LB section particularly interesting): The difference between an Ability and a Spell and a Weaponskill, and how oGCD (Ability) weaving works vs the GCD. Super important, yet never explained by the game. The difference between Spell and Weaponskill is much less so - Silence can be healed while Pacification I've found no way to - but oGCD weaving is VERY important for mid to high end play.
FF14 snapshotting has ruined me playing actual action games, my dumbass runs into the damage animation thinking its safe like this game, only to die 💀
Yeah, it's such a hard switch, even to other similar MMO games. Makes no sense to me why they continue to do this unless it's some stupid hard limitation left by the 1.0 engine or something.
I like it so much more than other games because it's so unambiguous. Some action games, I can't quite tell what part of the attack is going to hit me and when. In FFXIV thanks to snapshots, I know exactly what will hit me and when
@@mrmo4569 It also lets you plan how to use resources based on the enemy cast bar. The big example from the last raid tier was Ravening. Tanks knew to use Reprisal when the boss's hit bar was between half health and just before the actual ability cast, to ensure that it applied to the damage snapshot before the delayed actual damage cast went out 5 seconds later.
Bro this is so relatable, I was playing against godrick in elden ring, almost had him to zero hp, I ran straight into the fucking ground slam
@@medigoomnis 1.0 engine doesn't exist anymore
I've encountered very high level players who didn't know how to do limit breaks. If I recall correctly, the game never does a pop up for the first time Limit Break becomes available in your very first dungeon, unlike so many of the other systems such as job gauges. You have to manually find the button under general abilities / commands and drag it to your toolbar
Those were lovely explanations! I wish more DPS understood that seeing the Danger Dorito is a hint to stop attacking that target or risk getting an up close and personal visit.
This was so interesting! I didn’t know most of these. I have noticed snapshotting just from playing the game a lot, but I didn’t know it had a name.
Thanks for the tip on Arms Length. It's no wonder I can't wall to wall in Stone Vigil. I can't believe I never realized this.
W2W stone vigil is possible, but only with experienced overgeared tank & healer. Any leveling tank will get killed every time, even as Warrior using holmgang, their hp drops to 1 repeatedly before can can cast your next heal spell.
@HyouVizer Oh, I am well aware. I just wasn't aware of what other tanks were doing that I wasn't to make it work. I'm just surprised it was as simple as using Arms Length.
I did not expect to learn something from your vid but I did. thank you! great choices to cover.
One thing of note with the Snapshotting, sometimes the snapshot can be delayed even after the cast bar is finished, so looking at the AoE marker is important too. Also server latency is important to keep in mind too, so if you know you have bad internet when you play, then the snapshot can possibly come earlier than you'd expect
Whooaaa excellent video! 😮 Cheers from Sweden!
Thanks for the tips. I would also add sth to enmity. Applying hots will generate enmity but the healing ticks for generate any, feel free to use it before pulling packs
3:42 - My god! That was a SLICK transition!
It was really helpful, thanks a lot for your work!
Something more specific to keep in mind is that some healer shields with negate one another rather than stack. If you play healer you should look up which of yours break which others to make sure if youre stacking mit and shields for a raidwide you dont overwrite your co healers work
I really like your accent! Great informative content! Keep it up!
Thanks
Ff14 has a terrible problem of flexing huge quality of life updates in live letters and patch notes only then NEVER mentioning it again...
Love video Keep up the great work
Funny how you say ffxiv didnt Tell that, but the first thing you do is reading some tooltips in ffxiv. Looks like ffxiv tells that the people. Problem is, most people dont listen
how in my 10k hours of ffxiv did I not know about the limit break gauge being slower with doubled up jobs and such
Snapshotting people in pvp was always a guilty pleasure of mine. I would run RDM put my dot combo on them before they guarded and laugh as they died wondering why they took the full amount of the dot. I may or may not be a bit of a sociopath.
I love you, so much. This video is a bless for a sprout like me
I was under the impression that personal mits can be applied after snapshot as long as the damage itself hasn't happened yet, but damage reductions like reprisal, addle, and feint were calc'd when the snapshot actually happens. Never really tested it myself, but I assumed it was the case since iirc that's how shields can work?
I was actually surprised when i didnt see you speak of "party buffs"... ie the stat boosts you get for having each separate role in your party. this is often the reason why you will see 1 of each dps in your 8man party as it can make a real difference in defeating content.
So many hours and i didnt know this shit! Very useful, ty! ❤
This is like the few videos where I’ve understood the explanations with numbers… although my head started hurting a teeny bit (yes math literally gives me a headache), it wasn’t as horrible as other explanations.
Finally a way to make interject make sense lol
Weaving isn't explained, it's kind of one of the main parts of combat and they don't tell you that
W-weaving? (played for 2 years, never heard of it)
and when other players tries to give said info in order to help floundering strangers, some enabler is going to jump in with the most inane deflection/condemnation cuz Advice=Tryhard=MEANIE
back in my day you just remembered what could and couldnt be dealt with by esuna. And you figured it out by trying to esuna shit that couldnt be esuna'd.
i guess gunbreakers involn is probably one of the best lb farming abilitys
Um, I don't remember if works for low health healing, however, I know it doesn't work for surviving lethal because none of the invulns do. As you can't take lethal damage if your invuln
It sets the Gunbreaker to 1HP THEN applies the invuln so it's good for low health healing buuuuut it could also just outright kill the Gunbreaker if they use it on a pack of mobs for example
the snapshot thing i have noticed a few hours ago, taking damage despite being out of the animation, it's an rpg after all and even looks a lot like ff12, if the cast bar is full you will take damage
Does the thing with snapshotting DoTs also apply to ground DoTs like DRK’s Salted Earth or SMN’s Slipstream?
I believe so. I know for summoner you actually change you opener depending on the buffs your party has. If you have a lot you go garuda and swift slip. If you don't you go into titan.
If only they were *NO* spoilers in this kind of help videos....😢
Still, great video and explanations. 😊
I mean the only real spoiler in the video is Judgement and all the other tank lb3s are much bigger spoilers in comparison. Beyond that anything else I used new players have no way of knowing it's a spoiler as you wouldn't really know about it until it happens. Which is why I didn't use certain other bosses from the current normal or ally raid
When did they add the enmity "ranking" to the UI? The numbers/letter A weren't always there was it?
I think it's always been like that. I just think it's something that easy to miss.
This should be labeled mechanics that people dont pay attention to. The game tells you all of this.
Esuna removes ALL debuffs if used enough times.
???
@@TrueMajora I think the joke is that the DoTs will run out eventually.
@@MrNikolidas Oh xD
My english is too poor to understand ':3
Umm i didnt know about the enemy cast bar. Do i have to turn that on? Never knew that existed..
So by default it is part of the target bar; however, if you go into your ui settings you can split the target bar into segments one of which is the cast bar.
I want to point out that the Enmity thing is slightly wrong.
Tanks are not the only thing that generates aggro. Summoner has it as well on Bahamut.
When exactly should an interrupt skills be used?
Basically anytime you see that blinking bar you should likely interrupt.
@@TheNastyNamazu even casual content?
@@rockingalan Yeah, because usually its something annoying like a buff or a heal. It won't mean the end of the fight if you don't do it but it will make things easier. The most notable example I can think of is the level 80 alliance raids have a couple of mobs that if not interrupted will just paralyze everyone
It tells you these things, you just have to
R E A D
445 hours and i finally learned what the A means in a party list. 😑
i've got maybe about 700 hours and i'm embarrassed to say i never even noticed it
The funny thing is, the game does tell you. People just refuse to read and choose to be trashbags
srry ur voice is adorable i got distracted. good video tho
Jackson David Anderson Richard White Sandra
"Things the game doesn't tell you."
>starts with Arm's Length
>highlights the text where the game EXPLICITLY tells you
>highlights the status ailment text where the game EXPLICITLY tells you
People don't read.
@@im_snoopyrs8947 well that's a lil different than not bein told, pardner, ain't it!
I think their implementation of snapshotting is the only part of this game I'd call "trash." It's unintuitive and unnecessary to not simply have the animations "hit" point be right when the snapshot takes place. It would give everyone a clearer picture right when the attack is getting ready to hit too. Right now, you see the orange go away and THEN the enemy starts reeling back for the attack animation, like wtf how is someone supposed to figure that out on their own? Everything else about combat is pretty intuitive, the markers are great, etc., but that is pure garbage and unimmersive to boot.
I find that you get used to it quite rapidly! It's a bit fun to dodge an attack and go "visually" after into it and take no damage, but once you're used to it's fine. It's like another way of thinking about dodging, where you need to focus more on your placement in the arena. I find it really fun when there's a lot of AOEs going all at once!
im gonna have to downvote here. Its very very intuitive that if the yellow bar fills up and your in the danger zone, and the danger zone goes away, you're gonna take a hit.
Wow. Can you explain this in English this time, please? 😮
NoThat Single Player 102 hours to 3109 it's so fake and lie 😅
Also, there is at least 3m videos theu talk about Role abilities, i guess we need one more.
I hope this made you feel better, champ!