Mythic WoW raider learns about FFXIV raiding terms

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  • Опубліковано 22 лис 2024
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КОМЕНТАРІ • 351

  • @JustRuss
    @JustRuss  Рік тому +5

    I hope some of you will consider joining me on my adventure!
    www.twitch.tv/justruss
    VODs here: ua-cam.com/channels/_nA8W6ndG0B1c7nBAT_qZw.html

    • @destrinbriar1019
      @destrinbriar1019 Рік тому +1

      Your stream are misinformed. You use your dps cooldowns on your first trash pull, and then they are up for the boss. You pop a rotation of tank abilities and keep it as a consistant rotation. Because arms length does not apply 20% slow to bosses, you can use that and the 60 second reprisal for 10% damage down on first pull and it will be up after the boss even if you need the cooldown. Most people view all but raids (single target bosses) as a timer and one big hp bar. Trash in most dungeons are going to be bigger than the bosses with mass pulls.

  • @BlazeDarks
    @BlazeDarks Рік тому +431

    I've always liked the fact they playtest their own raids and trials and don't consider it finished until they can complete it themselves in house

    • @JustRuss
      @JustRuss  Рік тому +98

      that's really awesome. apparently blizzard do this too, or at least used to. however judging by the tuning we have had in recent years, i am skeptical if it's true

    • @BlazeDarks
      @BlazeDarks Рік тому +25

      @@JustRuss far as I recall for they've only had to make a 1-2% adjustment to hp after release

    • @seekittycat
      @seekittycat Рік тому +53

      It's only possible in high end FF because as a community they shame add ons like Weakauras and GMs will literally put you in jail midraid. A WoW dev team who test a raid can have completely different tools then their players who are making tools as they go. In FF the raids are global release with no LFR.

    • @JustRuss
      @JustRuss  Рік тому +33

      yep! addons are a problem in wow. I could do a whole video on that tbh. it's become an arms race between an addon called weakauras and the wow devs. constantly trying to out-do each other's capabilities, which just makes it very frustrating to the playerbase adapting @@seekittycat

    • @SodamanFn
      @SodamanFn Рік тому +10

      There have been issues that have slipped through regardless. Most recently with TOP it was the debuff/buff limit for each character that caused issues with mechanics not resolving properly. Easy to miss if the in-house team cleared with a party that naturally didn't have enough buffs/debuff to cause the issue.

  • @Khelleyne
    @Khelleyne Рік тому +91

    In a 8 members fight (Extreme, Savage, Ultimate), you rarely have to stun/interrupt a cast. If it does happen, it's generally during a add phase, when the boss gtfo for a while and spawns adds for the party to fight. Other than that, you do the strat, you mitigate and you don't die.

    • @JustRuss
      @JustRuss  Рік тому +4

      makes sense, thanks

    • @darkgiovanni
      @darkgiovanni Рік тому +5

      I think the last time this mattered was savage Shiva in shadowbringers tier 2. The raid was split into two groups on platforms that spawned adds. One side had an awkward timing on the add that casts an interruptable so the phys ranged was required on one side to cover that.

    • @castor_u
      @castor_u Рік тому +5

      Phase 1 of DSU requires 3 interrupts to be cast on an add trying to heal the other. MT>Pranged>OT @@darkgiovanni

    • @YTBMachine
      @YTBMachine Рік тому

      This is wrong. Very little can be stunned anymore outside of dungeon trash mobs, but interject remains useful

  • @snakkupakku
    @snakkupakku Рік тому +89

    To keep things balanced, stuff like basic interrupts and key mitigation/support skills are put under "role skills" so all jobs of specific types have access it. i.e. All tanks have access to the same basic interrupts/mitigation, all melee have the same interrupts and self-healing, etc while also having some minor stuff unique to themselves. Formerly these were "cross class skills" and were obtained by putting levels into an extra class/job to borrow a unique skill from them -- they realized this was kind of a bad design choice for the long run so instead we have role skills.

    • @JustRuss
      @JustRuss  Рік тому +14

      that makes sense and sounds like a good change!

    • @lethaltoconcrete2194
      @lethaltoconcrete2194 Рік тому +10

      @@JustRuss It's worth noting that interruptable boss abilities don't really show up in high-end raiding at all in FF14. They tend to show up more in casual stuff or more experimental side content.

    • @HenshinFanatic
      @HenshinFanatic Рік тому

      Edit: lol wut, this isn't the comment thread I hit "reply" on. Go home YT, you're drunk.

    • @bellamango6708
      @bellamango6708 Рік тому +3

      For interruptable skills on enemies, you'll see the cast bar looks different. It'll shake and flash red vs just a slowly filling cast bar like usual, once you notice it's easy to see. ^^ Also high end content DOES have interrupt, its just more rare. Example is all the things in DRS (SHB 24 man savage) that will one shot if you let an enemy finish the cast on a damage up buff for themselves.

    • @lethaltoconcrete2194
      @lethaltoconcrete2194 Рік тому +2

      @@bellamango6708 Ah, I haven't done DRS, but I can see it given that Bozja was a place they experimented a lot. But I don't believe there are any examples in Savage or Ultimates in recent expansions? I wouldn't mind if they added more stuff like that, personally.
      EDIT: To clarify, by "Savage," I mean regular 8 person Savage raids.

  • @nothanksnopenoname6403
    @nothanksnopenoname6403 Рік тому +34

    The caster/healer slide is a must know. It helped me a lot to get the hang of that. Lots of stuff you just have to learn as you go, and honestly the people on FFXIV have been nicer about teaching them most WoW players are.

    • @JustRuss
      @JustRuss  Рік тому +2

      community seems so amazing!

    • @AshAsmodeus
      @AshAsmodeus Рік тому +7

      @@JustRussngl the community definitely has some elitism in it too (like every game does) which stems mainly from people who've perfected some of the content they do. In general this is just a vocal minority though and it's pretty easy to find people who are anything but elitist.... which in reality is a bit of a trap.... I used to run Minimum Item Level No Echo (MINE) runs of trial content (trials being the non-raid storyline bosses) and early raid content and because you eventually get REALLY good at them you kinda get enticed to becoming an elitist yourself without noticing it simply because you DO know everything about a certain region of content.

    • @yeckiLP
      @yeckiLP Рік тому +2

      I had a singular bad experience on FFXIV, which to be fair I haven't touched in a few years (friend group is not into mmos, so I hadn't upped my subscription in a while.. could and probably should change that.. FFXIV felt like more of a roleplaying game than WoW ever did to me and I do enjoy that side of gaming on occasion)
      Anyways the experience: low level dungeon, still getting used to abilities and barely well enough equipped. Got a Tank who was the opposite of that, knew the dungeon layout was used to people knowing what to do and to people with better equip. I had a really rough time healing, as they constantly broke line of sight or ran too far from where I started my heal, so out of range. Because I couldn't use my slow heals I had to mitigate with the more mana hungry faster heals. Which made me run out of mana and as mana cooldowns couldn't keep up either, i took a break to eat some manafood, they just started pulling again.. I managed to wait two maybe four ticks of mana and still save the group, still out of mana and early game low level dungeon I hadn't exactly prepared the best of food available, nor in any quantity, so the moment the game let me I popped my last food, hoping to get enough mana to continue on.. This time I was too late I started my heal that was supposed to bring the tank back up enough to live the next bigger hit from some mob "No line of sight" was the last message I read before the party wiped. Of course it was my fault "Healer?????" At that point we already weren't a full party. Finally with some time I intend to let the tank know that healing is somewhat difficult on no mana and him never not moving for more than two seconds.. Some of us have to stand still for their cast to go through.. But before I could enlighten the Tank with some well meaning considerations for future battles (and I did phrase them as such) they had left the party as well..
      The story miight be embellished here and there but that's as close as I remember it, it has been years though.
      Edit: I am sure that this has not been the experience for most (though I am surely not alone either) and that stuff like this happens in every mmo so I don't want this to come across as a "ffxiv community is bad though" post, it just happened there to me

    • @SapphireDragon357
      @SapphireDragon357 Рік тому

      @@yeckiLP I'm just trying to figure out what you mean by 'mana food'.... FF doesn't have things like that, unless you mean Ether, which is just a mana pot, not channeled.

    • @ZoraESL
      @ZoraESL Рік тому +2

      @yeckiLP
      There is no mana food per se (maybe the elixer but can't say I've ever used one) The food is to give you a buff of some kind. Healers and casters must use Lucid Dreaming to regain MP.
      And from what you are saying is, my take as a scholar here, is the tank was probably not good at his class. The running ahead and pulling big can be a problem, especially if they are not using any sort of mitigation.
      Just because somebody is a higher level does not mean they're a better player.

  • @cobbil
    @cobbil Рік тому +38

    Recommend Jocat's videos. They're more in your face and comedic, but lots of fun.
    Most jobs do have interrupts, but enemies typically build resistance. As a white mage, my general aoe dps spell, Holy, stuns. But after 4-6 casts, the enemies begin to resist it and cannot be interrupted again.
    We typically hold big CDs. But in dungeon pulls, its not uncommon to see dps with aoe limit breaks use it on the last pull to just get it over with.
    You eventually get a feeling for slide casting. Until you upgrade your gear and mess up your spell speed and have to readjust. Fun!

    • @screwgoogle4993
      @screwgoogle4993 Рік тому +8

      Stuns are not interrupts

    • @JustRuss
      @JustRuss  Рік тому +1

      yep we have the same with stuns and diminishing returns in WoW
      i watched a couple of JoCat vids and they were great :D

    • @VinylDashMusic
      @VinylDashMusic Рік тому +3

      Some AoE LB users even LB immediately when you get it so you start generating it once more, which is really nice

    • @Sniperbear13
      @Sniperbear13 Рік тому +2

      enemies dont resist Head graze and Interupt but you cant use them on most skills. only ones that the skill bar flashes.
      Stuns are stuns, but can be used to stop a skill from going off at least.

  • @Duskaria
    @Duskaria Рік тому +6

    My personal favorite when it comes to FFXIV terminology is the party finder descriptions.
    Seriously, half the clear is you understanding wtf the party finder description says.
    Personal favorite to this day is the Barb EX PF which looked something like this:
    TN, Enum 1/3, Mario Kart N, clockwise, stack S flares NE/NW, Playstation

    • @ffadicto
      @ffadicto Рік тому +3

      The fact that barb of strat is exactly called that annoys me because I can't counter argue

    • @garret432
      @garret432 Рік тому

      I both love and hate that I understand that

  • @ChelloMold
    @ChelloMold Рік тому +33

    Some of the arenas are really interesting, though a lot of them are circles. P10S in the current tier for example is 3 platforms, 2 of which you only have access to for part of the fight and require executing a mechanic correctly to build a bridge to get to. The fight's designed to incorporate all 3 platforms into the stacks and spreads so gaining full access to the arena requires strategy and coordination. I really love it when they get funky with the arena shapes.

    • @JustRuss
      @JustRuss  Рік тому +5

      yep i checked one out today and it was a square with pieces of the floor which fell away! really cool

    • @Nazuiko
      @Nazuiko Рік тому +4

      Inundation is a great arena for this reason; I think Russ might have seen that by his reply to yours, the boss just straight up cleaves the middle of the arena out of the fight.
      Or certain attacks that leave kill walls in unusual geometric shapes like a hexagon or whatever you call the disco floor of E9(S) Umbra

    • @farlado5459
      @farlado5459 Рік тому +7

      I wish they'd experiment more with uneven or more "realistic" terrain for raids, but it's likely they always look back at T5 and remember exactly why they don't lol.

  • @jaesaces
    @jaesaces Рік тому +57

    At like 12:00 you mention that everything being 1 and 2 minute is nice because cooldown stacking is powerful and having everyone line up is good.
    It definitely is, but it's also a "be careful what you wish for" moment. Because cooldown stacking is so powerful, in FFXIV your raid's DPS is *heavily* influenced by whether people manage to keep their 2 minutes cooldowns lined up with each other. If you drift or someone dies during a burst window, it's *really* punishing.

    • @JustRuss
      @JustRuss  Рік тому

      yep that makes sense!

    • @figotechniko
      @figotechniko Рік тому +8

      "They should line all up in Wow" I'll just repeat some
      famous words: You think you know what you want... but you don't want that....

    • @ich3730
      @ich3730 Рік тому +9

      its also just really boring game design. Everything is "press shit on 2's". We used to have a good game with varied rotations, sadly he wont be able to experience it....

    • @purplefreedom1631
      @purplefreedom1631 Рік тому +5

      They say they don't want to design fights around the 2min buff windows but they keep doing it. Even the enrages are just after a 2min burst window lol

    • @XAlpt
      @XAlpt Рік тому +4

      @@purplefreedom1631 If Monk didn't have a raidbuff, would've been the closest job we have back to the non-2minute meta
      Even black mage ley lines is 2 minutes now and the cooldown can actually screw you over in P12S unless you get perfect RNG with the mechanics firing all on the other half of the arena

  • @ayanhart
    @ayanhart Рік тому +9

    With regard to the composition of 8 party raids/trials:
    2 healers and 2 tanks are pretty much mandatory while a raid/trial is current content, due to there almost always being mechanics that will target both tanks or both healers (eg. 2 stack-markers targeting each healer, so the party has to stack on them in light parties)
    In general the MT will be a Paladin or Warrior who have the better sustain and the OT will be a Dark Knight or Gunbreaker who have slightly more complex rotations or less sustain but do slightly more DPS, so you want them to focus on that.
    Healers come in 2 flavours - shield healers (Scholar/Sage) who prevent the damage being done in the first place and pure healers (White Mage/Astrologian) who heal up HP - typically you want 1 of each, though 2 shield is normally fine. 2 pure doesn't always work as sometimes the damage coming in is more than your HP, so you need the additional protection from a shield to soak it.
    the 4 remaining DPS spots can technically be anything, however you need 1 melee, 1 magical ranged (aka caster) and 1 physical ranged to get the full bonus to Damage done.
    The most typical composition is Melee-Melee-Caster-Pranged as Melee hold most of the top DPS spots, however some statics will run Melee-Caster-Caster-Pranged though you normally need one of the casters to be a Black Mage (arguably the top DPS in the game). You won't typically see this in the PUG system in-game though, as it can make DPS-checks tight.
    You can pretty much never run Melee-Caster-Pranged-Pranged unless the DPS check is super easy, as Pranged classes are typically (with 1 exception) the lowest DPS out of the bunch, but lean more to supporting the rest of the party to do more DPS.
    Also to note, you don't want 2 of the same class at all, as it slows LB generation, which could be the difference between a wipe or clear.

  • @BraideFuote
    @BraideFuote Рік тому +14

    The most interesting takeaway from this for me was how he really liked the 2 minute burst windows, considering the XIV community has had mixed feelings about the 2 minute window.
    For some clarification on it, most classes will have a mini-burst on 1 minute cooldowns, while raid buffs and bigger burst skills are on a 2 minute cooldown. This makes the 1 minute windows important for personal dps while 2 minute windows will impact all dps. Even if for some reason you can't do your own 2 minute burst it's important to get your raid buffs out to help the rest of the party.
    Few skills also have a 90 second cooldown (I mainly play tank, so Dark Knight's Salted Earth comes to mind) which will line up with the 3 minute personal and 6 minute raid burst windows. Potions also have a 4.5 minute cooldown, so these also get used in the opener and saved for the 6 minute burst since it is the next big one.
    Exact timings can be fight situational as well. If there's a downtime mechanic (boss becomes untargetable) we might hold until after the attack (this can also help most classes to re-align if they end up drifting). My static for Dragonsong's Reprise has a lot of this where we have part of the team using potions on certain phases of the fight, we hold raid buffs at one mechanic for nearly 30 seconds until the boss is pretty much just standing there, and we're building, bursting, or holding resources depending on what we know is coming up next. Most fights get solved for pick-up-groups pretty quick, but I really enjoy the slight optimizing that can be done with a static.

    • @JustRuss
      @JustRuss  Рік тому +3

      yeah definitely going to try my hand at both statics and pugs. i'm just scarred by wow and the awkwardness of the 3 minute dps cooldown windows so it's really nice to be normalised.

  • @WarMonkeyPlays
    @WarMonkeyPlays Рік тому +22

    A little bit of a tangent but something very important to note for WoW players going to FF14 (this was me 2 years ago). Most classes start out feeling kinda slow and annoying bc of the 2.5 sec GCD. It's an insanely low APM compared to WoW starting off. However, you will pick up big CDs and OGCDs as you level, so it doesn't stay that way. In fact, some classes end up being way busier than most classes in WoW. Through pacing out your skills, quest design, and dungeon design, FF14 does a pretty good job of onboarding new players, but it will feel slow at the start if you're a seasoned MMO player.

    • @Henry-Kuren
      @Henry-Kuren Рік тому +4

      I am leveling monk right now, and once you hit the sixty area it starts getting super busy. You gotta keep your form shifts rolling, applying buffs and debuffs, and then every once and a while you have to roll out a three hit combo to make beast chakra that isn't part of your rotation, then seamlessly roll back into it.

  • @IceAokiji303
    @IceAokiji303 Рік тому +2

    About stuns and interrupts:
    All tanks have a 25s CD stun, and all melees have a 40s CD stun (Paladin also has one on a GCD but you don't want to use that).
    All tanks and physical ranged DPS have a 30s CD interrupt.
    So a standard team of 2tank 2heal 2melee 1p.ranged 1caster has access to 4 stuns and 3 interrupts. Which is more than enough for all the needed uses. Stuns and interrupts being required in raids is pretty rare to begin with, and is usually just something like "both tanks are tanking one add during an add phase, and need to interrupt their own once".
    Stuns especially are super rare to need, as practically all raid enemies are 100% immune to stun (last stunnable one I can remember was 4 full raid tiers ago, in Eden 8). They're more of an occasionally useful tool for dungeons. On the other hand, interrupts only work on specific casts, but no enemy is inherently immune.
    XIV is much more about "actually deal with the mechanic" than "prevent a thing outright" type of raid design.

  • @bolladragon
    @bolladragon Рік тому +8

    I main Machinist (physical ranged) with Gunbreaker (tank) and Sage (shield healer) just as geared so I can play any role at any time. But I’m also level capped on Red Mage, Dancer, White Mage, Reaper, and Samurai. (Also Black Mage on an alt!)
    Literally everything can be done with any job, so I recommend playing a bunch of jobs for a bit to find what fits you best. Everything is unlockable on one character, so experimenting is encouraged.

    • @JustRuss
      @JustRuss  Рік тому +1

      yep thanks for the tip! i plan to try them ALL, but i will prob start as lancer :D

    • @bainbonic
      @bainbonic Рік тому +2

      Easily my favourite part about the balancing of the game.

  • @YTBMachine
    @YTBMachine Рік тому +4

    There’s also 4:30 potion windows. For fights longer than 9m, sometimes you hold your 4 min burst so you can get 3 potion windows. Usually not required to clear, more for optimization.

  • @kiriling
    @kiriling Рік тому +5

    Not sure if anybody's mentioned below, but the slidecast timing for all caster classes (including healers) is actually just a little under 0.5s regardless of class, since that's when the game stops checking for casting and opens queue for the next spell! The emote thing is definitely useful, but a lot of classes (cough astro cough COUGH BLACK MAGE COUGH) have some button bloat at endgame, so depending on how your HUD is setup, you may not have room for an emote where you can readily see it.
    Regardless, hope you're enjoying the game so far!

    • @JustRuss
      @JustRuss  Рік тому +1

      loving it so far, thanks!

  • @everyonethinksyoureadeathm5773

    On the raid level somewhere around Heavensward expansion. They started to move away from Raid bosses (24 and 8man group content) needing to be interrupted, we are talking tail end of Heavensward. Come Stormblood, all bosses from any form of content no longer needed to be interrupted. Shadowbringers saw a massive change to threat and how it operated.
    A lot of it was done to prune buttons off. Getting rid of skills that were highly niche.
    Threat changes saw the removal of stance dancing (offensive tank stance/defensive tank stance) and classes needing to meter threat generation.
    A lot of classes entering shadowbringers got overhauled with the decluttering. The short take of this from the community is that it homoginized tanks and healers far too much. Although with 7.0 coming out next year, classes could change again to add back that uniqueness.

    • @JustRuss
      @JustRuss  Рік тому

      yeah definitely good to have strong role identity imo. we rarely have raid bosses needing interrupts in wow, but quite often there are priority adds that spawn and need interupting and stunning etc.

    • @MatsuzoSF
      @MatsuzoSF Рік тому +2

      Interrupts didn't stop being a thing in Stormblood. They even added a flashing cast bar to signal interruptible casts in Shadowbringers. It got used in savage exactly once so far, however.

    • @katy9291
      @katy9291 Рік тому

      Not everyone in the community agrees with that, just putting it out there 😊

    • @mrcool9090
      @mrcool9090 Рік тому +2

      @@MatsuzoSFthey are used way more in other hard content though. I think deep dungeon has a healthy amount of them

  • @alexrixey975
    @alexrixey975 Рік тому +7

    A lot of this is stuff that won’t be relevant until you get into harder content, but one thing to keep in mind from the get go is the oGCD weaving he covered - you want to start building a habit of using your oGCDs only when your GCD (2.5s) is rolling, in general you shouldn’t be trying to fit more than 2 oGCDs into that window

    • @JustRuss
      @JustRuss  Рік тому +2

      gotcha! thanks

    • @Nazuiko
      @Nazuiko Рік тому +1

      the repetitive "GCD/oGCD" terms is why I wish theyd just say Skills (cooldowns)/Ability(off-globals)

  • @maracaegrizzley8734
    @maracaegrizzley8734 Рік тому +6

    on the subject of Interrupts and Stuns, because FFXIV has both and they are different things for different purposes. Tanks and Melee DPS have the "Kick" move that can stun a target for a few seconds. This has the effect of "interrupting" some spells and abilities, but not others. However, repeated stuns cause the target to gain increasing resistance to the effect. Paladin actually gets *two* stuns, as one is the "Kick" and the other is a Shield Bash. White Mage has a stun baked into their Holy aoe move, so they are the masters of stun spam.
    Tanks and Ranged DPS have a true "interrupt" move. This works on any move whose cast bar is flashing. Generally speaking, if you have the chance to interrupt a move, you probably want to interrupt that move.
    Cooldown on the abilities is actually standard. If the mob uses an ability that can/needs to be kicked or interrupted, it tends to use the ability at roughly the same time that the ability comes off cooldown, so if the Tank is the only one with the interrupt options, they don't have to worry about not having it when it's needed as long as they're paying attention.

    • @JustRuss
      @JustRuss  Рік тому +1

      oh that's pretty interesting, thanks. we have diminishing returns on stuns on wow also, but not interrupts - those always work

    • @purplefreedom1631
      @purplefreedom1631 Рік тому

      ​​@@JustRuss just to be clear: interrupts don't have diminishing returns, only CC like stun and sleep do. Also enemies will sometimes stand there until the cast normally would finish like in the 48man DRs raid the ghost boss just mean mugs you for like 8 seconds when you interrupt their cast.

  • @zomgpeoplestolemname
    @zomgpeoplestolemname Рік тому +18

    These are general gameplay terms not raiding terms. Raiding we're talking about "mario kart", "playstation buttons", "limit cut", "earthshakers", "twister", "light parties", "meteors", "true north", etc...

    • @JustRuss
      @JustRuss  Рік тому +3

      Mario kart 😂

    • @Deadgye
      @Deadgye Рік тому

      Oh god twisters, and salt and pepper shakers.
      Most of the terms in this video felt jarring. Just practice your rotations on dummies with parsers. Learn individual fight mechanics through the story mode versions of the fight. Rotation adjustments are not only situational per fight, but per party as well. Keep it simple and avoid the red circles. Two different pick up groups are going to hit phase changes at different moments. You will only see consistency with a static challenging new content. I still remember the first time we started t13 phase 2 early and immediately wiped.

    • @weberman173
      @weberman173 Рік тому

      i heard mario kart a SINGLE time in the raiding community for a single mechanic, and its abad term even for THAT mechanic, roundabout was a fucking more fitting name for it...

    • @Heyitsaveri
      @Heyitsaveri Рік тому

      My friends and I always used "Bad Hugs" as the callout for ghost mechanics during O5S. Still my favorite callout to this day

  • @Doumu
    @Doumu Рік тому +7

    Not sure if it was mentioned in the chat but when you were asking about group comp you generally want to have all different classes and all different roles because you get more limit break bar when using all different classes (vital for some fights) and you get a % damage bonus (up to 5% i think) for having tank-healer-melee dps-ranged physical-ranged magical.
    You usually have 2 melee because melee do more dps overall generally.

    • @JustRuss
      @JustRuss  Рік тому

      Gotcha. Thanks!

    • @cyntheticly
      @cyntheticly Рік тому +2

      @@JustRuss Wanted to add something onto what he said. 2 tanks 2 healer 2 melee 2 ranged is the standard due to melee doing the most damage on average. This does really only matter in like week 1 savage clears, and current ultimate's. You can get by with swapping a melee out for another ranged in any other situation and not hinder yourself otherwise. Although in the super high-end stuff like I mentioned, seeing 1 melee swapped for a Black Mage is also fairly common. it keeps the 5% buff along with putting BLM in a melee position, and melees in most fights generally move less overall due to wanting to stay need the rear of the boss. BLM played correctly is the highest damage in the game, and most fights have the majority of the big raid wide's as magical attacks, and the caster mitigation addle mitigates 10% vs melees 5% making survivability a bit easier.

  • @Enderlinkpawnu
    @Enderlinkpawnu Рік тому +1

    for the cooldowns thing:
    *most* abilties are on a 1 or 2 minute cooldown, however there are a small handful of abiltities that have a 45 or 90 second cooldown. In this case, as they are mostly like either just random gcds not a part of your main 123 rotation, or are ogcds, you just use them on cooldown so you don't overcap. Some of these abilities even have charges so that its safer to hold onto a charge for longer if a boss happens to be untargetable or something. Except for Feint , Addle, or the phys range party mit, which are mitigation cooldowns that should be used when needed. However for harcore burst yeah, pretty much every job adheres to the minute rule for burst.
    Abilities that have odd cooldowns include abilities like Air Anchor (Machinist gcd), Riddle of Wind (Monk self buff), and Bunshin (Ninja self buff). Not counting healer abilities since Healers don't really have a rotation per-ce, what you cast depends on what you are playing and what's going on in the fight.

  • @bobroberts2581
    @bobroberts2581 Рік тому +5

    White Mage in FF16 has a GCD tied AoE interrupt that turns the Instances into a light switch rave of a dungeon burn down.

    • @JustRuss
      @JustRuss  Рік тому

      hmmmm... well i do like a good lightshow

    • @bolladragon
      @bolladragon Рік тому +2

      @@JustRussThis isn’t a joke btw. It’s called Holy, and it flashbangs mobs so hard it stuns them. It’s considered the best Healer attack in the game since you can actually burn huge chunks of HP down during the stun before mobs become immune.

    • @moth4474
      @moth4474 Рік тому +2

      i like to call it "beating enemies over the head with the sun"

    • @rhaeven
      @rhaeven Рік тому

      "light switch rave" THE SYSTEM IS DOWN

  • @FabbrizioPlays
    @FabbrizioPlays Рік тому +5

    One thing FF does that always pissed me off about wow for not doing, is keeping a standardized visual language for fight mechanics that's intuitive without needing it explained necessarily. There's not much "what the hell killed me?", because the first time you see a mechanic, you have some idea what it's going to do, and if it kills you then you DEFINITELY understand it. Earlier expansions weren't like this, but they recently went back and updated all the old dungeons to use modern mechanic indicators, and it's amazing how much better new players seem to understand how the game works now. Prog-oriented content definitely still requires a raid leader just to keep everyone on the same page, but nonetheless, it enables mechanically complex fights in lower difficulty content, because the design space isn't being bloated by crap nobody understands.

    • @Meoiswa
      @Meoiswa Рік тому

      This, I always had to use my invuln during Akh Morn because the indicator did not let people know it was a multi hit mechanic. Seeing the game be willing to go back to old content and update it to both support newer visual language, and redo some bosses that were either weird to fight against or just incomprehensible without looking at a guide, is really nice

    • @lunaticmode638
      @lunaticmode638 Рік тому

      It also makes the fight really boring and makes it so you essentially play the same fight with different vfx

    • @Meoiswa
      @Meoiswa Рік тому +1

      @lunaticmode638 I couldn't disagree any more, just becausee they changed an effect from a red dot to a stack marker doesn't make the fight "the same" as others. In adition to the plethora of "tank and spank" bosses that were reworked to have actual mechanics now (I/E the entirety of Copperbell Mines), the change is drastically for the better.

    • @JustRuss
      @JustRuss  Рік тому

      Yep and the telegraphed hitboxes on WoW are usually wrong anyway lmao

  • @shiniesglitters5424
    @shiniesglitters5424 Рік тому +13

    The hardest thing to get used to for me in FF14 raids was how scripted they are compared to wow. Most fights in ff14 have 0 RNG and ones that do have RNG is extremely little.

    • @JustRuss
      @JustRuss  Рік тому +4

      interesting, my gut tells me that would be easier to progress. but i have heard they are some of the hardest raiding content in MMOs

    • @shiniesglitters5424
      @shiniesglitters5424 Рік тому +1

      It definitely makes it easier, but mentally it took my awhile to realize I wasn't going to randomly have activison RNG gods put it in my bum when I was doing well.@@JustRuss

    • @leadpaintchips9461
      @leadpaintchips9461 Рік тому +3

      @@JustRuss It sounds easier to progress, but having to memorize roughly 30 minutes of progress with ever increasing complexity, while each missed mechanic giving at minimum a damage down effect to those who get hit by it and the healers having to stop their own dps (which is an integral part of the raid) to 'adjust', is bloody rough.
      That last part was the biggest adjustment for me. Tanks and healers are expected, and required, to contribute to damage in addition to their 'normal' roles. Every tank that just eats a mechanic instead of moving is less dps from them because of the damage down (that stacks) and the healers having to stop dps to make up for that mistake.

    • @JustRuss
      @JustRuss  Рік тому +2

      yeah i heard tank+heal dps accounts for about 30-40% over overall raid damage which was higher than i was expecting@@leadpaintchips9461

    • @PinnysVids
      @PinnysVids Рік тому +5

      @@leadpaintchips9461 Expanding on the bit about memorization:
      They're so scripted that doing raids feels more like synchronized swimming than a fight. Everyone is required to exactly what the strat says, or else someone will die. I imagine it becomes easier as you do more of it, but I'm not there yet, after having completed about 10 different savage fights over the past 3 years.

  • @nubitynub1757
    @nubitynub1757 Рік тому +2

    If you want to look at a fight that incorporates the most unique arena then look at the E9S raid. That one is amazingly done in using the arena to its fullest.

    • @ayanhart
      @ayanhart Рік тому +2

      the new P10 has a very unique arena too, especially in the Savage version, where you have to build the bridges to cross the poison and the tanks get yeeted by the towers

  • @ChaosDom69
    @ChaosDom69 Рік тому +3

    i dont adapt, its death for the blood lilly XD

  • @sylas3265
    @sylas3265 Рік тому +3

    Something interesting for mitigation and stuns. Tanks have stun and silence abilities to interrupt physical and magical attacks respectively but theyre not alone in this.
    Melee have stuns on 30s and a phys weakening ability they can apply to a single enemy.
    Ranged have a silence ability and each class has a separate named skill (troubadour, shield samba, tactician) that reduces party damage taken.
    Magic classes have something unique tho. They all have Addle which is the weakening ability for mages and its the only utility Black Mage has, but youve seen Red Mage already, and Summoner with phoenix mode offers party regen. So they are strange cases of party defense.
    Those weakening abilities on melee and mages are also unique in another way. The melee weaken makes the boss deal 6% less melee damage and 3% less magic, while the mages weaken is the opposite. I rarely see people using these and it kills me (literally sometimes) bc extremes and later the savages need every little bit of help the party can get to make it to the end.
    Remember, dying and having weakness on you is a bigger dps loss than taking one second to hit a mitigation ability on whatever class you are.

  • @WarrenGarabrandt
    @WarrenGarabrandt Рік тому +1

    "Healers will adjust"
    Yeah.... but not always in the way you would expect. For example, my priority is: Self, Mission-critical NPCs, Tank, 2nd Healer in party, Off-tank, DPS, Alliance Healers, Alliance Tanks, Alliance DPS, all other targetable NPCs, DPS who deliberately stands in the fire for the 3rd time in a row. It's entirely possible that if you repeatedly ignore mechanics, you may be promoted to floor tank while I green-DPS the boss as I stand over your corpse, just so you can see how I dodge the bosses telegraphed attacks.

  • @fightingblind
    @fightingblind Рік тому +1

    party gets a bonus for each type of job (t,h,m,pr,mr) so for all 5, you get like a 10% buff
    bosses in raids are immune to kicks, so they end up barely ever getting used. Only time you'll use an interrupt is in binding coil of bahamut on ADS.

    • @weberman173
      @weberman173 Рік тому

      its 1% to the "main" stats VIT, STR, DEX, MIN, INT(vitality, strenght, dexterity, Mind, and Inteligence, Health, Melee+Tanks, Phys ranged(and Ninja) healer, caster stats basically in that order) per role in the raid, so its 5% at most.

  • @jeanschyso
    @jeanschyso Рік тому +14

    there's a lot of discussion here about "winning DPS meters". DPS meters are not allowed in FFXIV. If you're gonna stream, don't use them. You could get your account suspended.

  • @MissLilianae
    @MissLilianae Рік тому +2

    4:24 All Tanks and all Physical Ranged (or just Ranged) DPS have an interrupt Ability (oGCD) they can use once every 30 seconds. Tanks are called "Interject" and Ranged are called "Head Graze". Both work on the same skills (so there's nothing like "only tanks can interrupt this one, or only Ranged can interrupt this other one"). Though I think someone said it in your chat during the video that interruptable skills are super rare in high end content and is usually reserved more for casual content, and even then it gets more and more rare as you get higher in level.
    I.E. I wasn't paying a ton of attention to these so I could be wrong, but I think there is one boss in the entirety of the most recent expansion who had an interruptable skill, and it was just a damage buff on himself for like 15s if you didn't stop it.
    Pro Tip: All interruptable skills in FF14 will have a "flashIng" or "pulsing" cast bar. Compared to a simple yellow bar that is not interruptable.
    Alternatively, you referred to them as "kicks", and FF14 has something like that too. Melee DPS and Tanks have "Leg Sweep" and "Low Blow" respectively, that Stun the target for 3s and 5s respectively (reducing timer by 2s for each use because FF has "Stun Resistance" so you can't keep a creature stun-locked indefinitely.) Stuns are different from Interrupts, but if a creature is Stunnable, you can stun it to interrupt any cast it is performing, whether or not that cast would normally be interruptable. But like Interrupts, this gets rarer and rarer as you get higher in level that you find noteworthy enemies that can be stunned (often it's just the trash mobs between dungeon bosses at higher levels)
    8:10 90% of the end game arenas are Circles. There are exceptions. Like the most recent raid tier went Boss 1 had a Circle, Boss 2 was a Square with two attached Rectangles on the sides (first time we've seen that), Boss 3 was a Circle again, and Boss 4 was a Square.

  • @Shiirow
    @Shiirow Рік тому +2

    there are class/job skills and then you get role skills, and the interrupts are usually in the role skill so you have things like melee/tank who have similar skill pools for, and casters/healers can also overlap. like the melee kick will just interrupt while the casters will be saved for the occasional spell cast which interrupts prevents immediate recast. you can tell what is interruptible very clearly because the bar "vibrates" as in the effect makes the bar look like it pulses. otherwise its not interruptible. this is why they are rarely used due to the limited enemy abilities in which can be interrupted. interrupts are usually more useful on trash, especially on earlier content because it makes the run go smoother if you dont have to do the hokey pokey every time a circle aoe pops up below you, just kick to stun. there are also some early dungeon bosses who can be chain stunned but there is diminishing returns with the stun lasting less and less time until the boss eventually is immune to stun.

  • @gratuitouslurking8610
    @gratuitouslurking8610 Рік тому +1

    An important side-tangent to Kitchen Sinking would be in regard to Bards and their specific music meter buffs- you try to kitchen sink those and you'll wind up with all but one of them on cooldown and the last one active. This is a general example why usually this sorta thing is seen as a bad idea.

  • @michaelbart7014
    @michaelbart7014 Рік тому +3

    The funny thing about people padding on adds is that it actually doesnt work if the boss isnt targetable, because the logs are tuned around removing time from a fight when you simply cannot be targeting and attacking the boss for a more accurate DPS representation.

  • @PhoenicisEstuans
    @PhoenicisEstuans Рік тому +1

    in raids that is the standard comp, but also "party finder" is a thing and unless you're in a static the exact arrangement of the dps may vary

  • @jankanpo
    @jankanpo Рік тому +1

    actually surprised that video didn't go into common raiding terms or attaching them to the other explanations like chariot/dynamo/proteans/flares/twisters/gazes/limit cut/etc but went into explaining ABCs and really went into explaining clipping lol

  • @TheRealLink
    @TheRealLink Рік тому +2

    Just found your channel, neat overview of things and yeah, on the surface there is a lot of comparison of course but it only starts differentiating a lot later on. Hope you're enjoying XIV at this point. Enjoy the story, keep an open mind, and if you keep at things you'll get to endgame eventually!

  • @CitanulsPumpkin
    @CitanulsPumpkin Рік тому +1

    15:00 The neat thing about FFXIV is that min maxing doesn't impact the "endgame" because the "endgame" in FFXIV is playing dress up and competing in swimsuit competitions in the Limsa Aetheryte plaza.

  • @asquirrel2293
    @asquirrel2293 Рік тому +1

    Hello, i hope you make it to the raids! Have fun, ill be following the vods!

  • @oberoneledthar3782
    @oberoneledthar3782 Рік тому +2

    yeah it is a lot to take in ^^ but don`t worry too much, you do not get everything chucked on your head at once, you get one thing after the other, so you will learn while playing how it all works

    • @JustRuss
      @JustRuss  Рік тому +1

      good! yeah i realise most new players wouldn't look into it this far before playing. it's just interesting to me as a wow raider to see the similarities and differences! looking forward to playing tho!

  • @vukkulvar9769
    @vukkulvar9769 Рік тому +2

    Usually you want to avoid having more than two melees because it mean a dps loss on some mechanic as a melee will have to go away. But you can replace melees withs ranges/casters.

    • @JustRuss
      @JustRuss  Рік тому

      That makes sense actually

  • @MrRaposaum
    @MrRaposaum Рік тому

    In FF14 they lined up the lined up the cooldowns to 1 and 2 minutes two expansions ago. Every 2 minutes everyone does what we call a re-opener, which is just doing your opener all over again. Sometimes in the fight this happens on a boss mechanic that requires attention to variable stuff and precise moving, which makes it interesting lol.
    Some classes have 2 minutes buffs that are raid-wide, so everyone benefits from doing reopeners every exact 2 minutes because the % to final damage you get from those will multiply by themselves.
    There are many 90 second cooldowns (1.5 minute as you say) but only on the healing and mitigation side. All melee DPS have an off-GCD that mitigate 10% of physical damage that their target does for 10 seconds (debuffs 5% for magical) and caster DPS have the opposite of that (stronger against magical). Physical-ranged DPS have a 10% mitigation that is party-wide and effective against all damage. Tanks and healers have both raid-wide healing and/or mitigation cooldowns that are also on 90 seconds, but those vary wildly by class.

  • @AoyagiMei
    @AoyagiMei Рік тому +1

    Very excited to see your adventure! Your minmax knowledge and experience from WoW will 100% carry over.

  • @JEL625
    @JEL625 Рік тому +2

    Healers adapt
    Actual healers "I can't outheal 'stupid'. Move out of the fire."

    • @QueenKissune
      @QueenKissune 7 місяців тому

      Actual actual healers: I have done the exact same healplan 100 pulls in a row. If you do something stupid and my plan isnt enough to cover you, either use personals or figure it out

  • @shiroikami2690
    @shiroikami2690 Рік тому +2

    20:04 - Look, if I have to kitchen sink as a healer it's because the tank is actively trying to die (or in a dungeon maybe they're already dead and I'm trying to keep the dps alive until the tank takes my rez). Max level healers have so many tools for ST healing, and every healer has a way to instantly fully heal a single target, albeit only once every 3 minutes or so. Likewise for AoE stuff, if I've kitchen sinked every single major cd I have, it's because the boss is in Murder Mode and is slamming out like, 50% health bar damage ticks every 1s for 8s and by the way the tanks are both taking tanksbusters while this is happening (yes, this is an actual mechanic that exists, not hyperbole) so if I don't dump everything I have into keeping people alive, everyone will die.

    • @Nazuiko
      @Nazuiko Рік тому

      ... Id love to hear how Scholars full heal anything. Lustrate, and Astro's Dignity, are powerful tools but theyre not that potent esp if they fail to crit.
      Macrocosmos? Sure but you gotta use that before the damage goes through, it cant be used to react, Excog *can* but its not the best use of it either...

    • @lindaa9005
      @lindaa9005 Рік тому

      @@Nazuiko you're mixing up AST (macrocosmos) and SCh heals there. Are you talking about (for example) AST single or group heals- in which case you have ED (as you said) , Horoscope or Neutral Sect (combo with spells), - that's not even the full list- with neutral you'll get a shield. If neutral is on CD there are still some shield skills I could throw in.

  • @SeedlingNL
    @SeedlingNL Рік тому +3

    Rescue has the added benefit of being able to outright kill someone by dragging them into a hole or deathzone, as it isn't a teleport but a movement ability...
    Or if your party is being snarky so you Rescue the tank onto the party as the boss is doing a tankbuster aoe :P

    • @LadyTsunade777
      @LadyTsunade777 Рік тому +1

      Sage has a whole extra level on this, because Sage has both Rescue (Leap of Faith that all FF healers have) and its own Icarus (moves self to a target ally)
      So what you can do is purposefully stand in a dangerous spot, then use both abilities at once on an ally in a safe spot, and you'll effectively swap places with them - pulling them into danger and yourself to safety. (since both abilities move based on locations when cast and don't adjust to the target's or your movement between the cast and the ability going off)
      Obviously don't do this with randos or in serious situations, but it's great fun to mess with good friends as long as everyone is having a good time.

    • @Henry-Kuren
      @Henry-Kuren Рік тому

      There is a raid group NEST, the channel is GameDrakenstein, they are notorious for griefing each other in any activity and its hilarious.
      The quote "The safest place in NEST is where the tank is supposed to be." Comes to mind.

    • @AshAsmodeus
      @AshAsmodeus Рік тому

      @@Henry-KurenWe used to play Titan Bungie buddies when Titan savage was relatively new.... enter with 8 healers; last man standing wins the pot.

    • @33link333
      @33link333 Рік тому

      @@LadyTsunade777 A friend of mine who mains Sage in Endwalker has made it his mission to kill me every time we play together. It turns into quite the mindgame for me to Arm's Length or Surecast to not get pulled to my death by Leap of Faith. All in good fun of course, I agree that it shouldn't be done with people you don't know.

  • @Kuribohcoast
    @Kuribohcoast Рік тому +1

    11:50 there are the odd CDs that don't quite line up like Monk's Perfect Balance but those end up making more sense once you've got a grasp of the entire kit.

  • @Unforsin
    @Unforsin Рік тому +3

    Red Mage main representing. It's honestly my favorite job for raiding because the basic rotation is fairly easy to learn, but once you actually get into it, the rotation itself is very fluid depending on verfire/stone procs meaning that you need to actually pay attention to what you're doing rather than just press the same buttons over and over. The only downside to this is that your damage is rng dependant, similar to a phys range, just not quite to the same extent. Additionally, dualcast is one hell of a drug, especially when it comes to instant cast rezzing. Just please stop calling me a rez mage though.

    • @JustRuss
      @JustRuss  Рік тому +1

      haha i even saw it referred to in a timestamp on a video as rez mage... D:

    • @normieguy3803
      @normieguy3803 Рік тому

      hey, it takes me 8 seconds to res that guy, you can do it instantly, you're goddamn right that job falls to you xd

    • @GrandAngel8000
      @GrandAngel8000 Рік тому +1

      Red Mages are the absolute BEST rezzers in the game. Even ignoring the fact that you can ress instantly with unlimited Dual Cast, you barely have to worry about mana management, so the large mana cost is MUCH easier for Red Mages to handle than a stretched-dry healer who's throwing everything they can at people who don't know how to avoid AoEs.

    • @Unforsin
      @Unforsin Рік тому

      @@GrandAngel8000 Isn't the simple solution to this problem just for everyone to learn to avoid AoEs?

  • @tenjenk
    @tenjenk Рік тому +1

    Non tanks not actively using low CD personal mitigation is considered as poor play as letting yourself get hit by non-fatal attacks, for the same reasons. Because healers are expected to actively dps, stuff like taking unnecessary damage hurts the party/raids over all dps. Beyond such folk just being mana spongues, any time they have to spend on healing avoidable damage taken is time taken away from dps. in FFXIV this includes dps not using their active mitigation abilities as often as possible. In most cases like dungeons and normal raids, it just makes things take longer and thats alright, but it can really help ekk out progress and evebtually a win in higher difficulty content

  • @silvercoffee4816
    @silvercoffee4816 Рік тому +2

    cant wait to watch your ffxiv journey! i can tell its gonna be good because you try to learn stuffs bout ffxiv before diving in! 😊

  • @iaxacs3801
    @iaxacs3801 Рік тому +1

    I've been maining MCH for teh past 2 years and just learned today Ranged DPS can interrupt using Head Graze. I thought it was a stun ability

    • @JustRuss
      @JustRuss  Рік тому

      hahaha worthwhile watch then xD

  • @MVimah
    @MVimah Рік тому +3

    With the 2 minute Meta it is both a blessing and a curse. Most fights are 10 minutes. If you mess up your rotation. Miss a buff, die or just miss the window in general you are fucked for the entire fight as far as optimal damage.

    • @JustRuss
      @JustRuss  Рік тому

      yeah that makes sense. just gotta BLAST

  • @Kaylersick
    @Kaylersick Рік тому +2

    ff14 glamour system will never be changed to be as good as wow's transmog system because it is locked to a character while wow's is softly locked to account.meaning ff14 would need to make store purchased glam account wide to; they aren't going to do that.

  • @MrKanooe
    @MrKanooe Рік тому +5

    What isn't mentionned, or i missed it. The floor of the boss arena usualy gives very highly valuable clues about boss mechanics. Like circles, etc.
    i don't know if there's a video talking about this.

    • @JustRuss
      @JustRuss  Рік тому +1

      i was going to take a look at a raid fight to get an idea later today. any suggestions without spoiling story?

    • @ze444
      @ze444 Рік тому +4

      @@JustRuss I would avoid looking at any raids personally because by the time you get to them you'll be able to figure it out a lot more on the fly. Also the raids are not the central piece of the main story in 14 unlike in WoW, they are usually more a side story that complements existing lore or finishes up a loose thread.

    • @Link-kr2bc
      @Link-kr2bc Рік тому +3

      @@JustRussany savage raid that isn’t the last fight in that patch i would say. Some personal favorites are e6s, e9s, e10s, p8s. The last fight in a patch usually has a second phase to it that is a what if scenario so avoid this if you wanna see it yourself

    • @JustRuss
      @JustRuss  Рік тому

      @@Link-kr2bc cheers!

    • @MrKanooe
      @MrKanooe Рік тому

      Yep, any savage raids, they are side stories!@@JustRuss

  • @206Zelda
    @206Zelda Рік тому +1

    "Shrink your summons down, for godsake!"
    Me: "You will adjust to the majesty of Bahamut."

  • @Otael
    @Otael Рік тому +2

    You asked about people in XIV padding their DPS on adds when they spawn and didn't really get an answer, but for the most part damage dealt to adds are mostly excluded or altered from logs to prevent this as most of the time the boss is also invulnerable/untargetable during add phases.

  • @noOtherFs
    @noOtherFs Рік тому +2

    Hey, I just found your channel like a few days ago. Now while this video tells you about the basic raid practices in FFXIV, I would recommend looking at the “Where were the ‘eels” video to see if you can dissect what went wrong and what they should’ve done based on what you’ve learned from this video…….it’s also funny so there’s that

    • @JustRuss
      @JustRuss  Рік тому

      sounds like good content! i will try it haha

  • @cynthiahembree3957
    @cynthiahembree3957 Рік тому +3

    Ok I'm not sure they corrected this for you but Phys ranged and Tanks have interrupt and Tanks and melee have stun. A stun won't cancel a interruptible ability just like an interrupt won't cancel a stunnable ability. A stunnable ability will have a normal cast bar but an interruptible will flash red.

    • @RoyWirapati
      @RoyWirapati Рік тому +1

      If the enemy is not immune to stun, the stun can cancel interruptible cast.

  • @Fireprincess161
    @Fireprincess161 Рік тому +1

    Every class does have a 2 minute buff, but some of them are 'selfish' classes. Such as white mage, which has their faster spell speed. The main thing I've learned from raiding: WHMs are only healer in spirit. Do not get between them and their damage.
    Also, that party comp is the EU way of saying it. OCE and NA (not sure about JP) just have D1-D4 for the DPS, no real definition just in case. But you want 1 melee, 1 range, 1 spell caster then the last is a flex.

  • @magus13131
    @magus13131 Рік тому +1

    I've been playing XIV for over 10 years and I was today years old when I learned you could use emotes on your hotbar to determine when it's safe to Slidecast...

  • @ensamvarg8504
    @ensamvarg8504 Рік тому +1

    One thing about the 1mins and 2mins offensive cooldowns that i have always hated is on red mage. You get your resource filled up by 50 each (enough for one full burst combo) but its on 110 seconds. Its so hard to sync this one up and its honestly just gotten worse with how good standard 2 minute burst has become now
    Depending on the length of an encounter, it can make you drift it enough for one lost usage overall, but if you use it exactly on cooldown it makes your burst weaker

    • @JustRuss
      @JustRuss  Рік тому

      hmm yeah that sounds very frustrating tbh

    • @HenshinFanatic
      @HenshinFanatic Рік тому

      The issue is mostly with the amount of White or Black mana generated by your various buttons vs how much the melee burst phase costs. If they adjusted the generation up or the costs down it would be a lot more manageable.

    • @ensamvarg8504
      @ensamvarg8504 Рік тому

      @@HenshinFanatic i think that part is completely fine as it is right now. Can squeeze in 2 or even sometimes 3 combos during big burst windows. Theres usually also one left to use whenever movement is required. The only part where mana generation is genuinely horrible is during 2 target aoe situations because jolt > impact generates like a total of 5
      I had my doubts about the adjustments when they first got introduced, but honestly it feels pretty great. Except for manafications cooldown. Like, i wouldnt mind if they just made it a 2min again, at least that way losing a usage would actually reasonably be my fault

  • @kpeezyrepda401
    @kpeezyrepda401 2 місяці тому

    Ff14 range has interrupt , silence, melee and tanks have stun which would be what u call “kick” also casters and range have other rebuffs sleep, heavy slow ect.

  • @Atlas_Redux
    @Atlas_Redux Рік тому +1

    Huh, the emote tip for weaving timing is brilliant

  • @Sushimarx
    @Sushimarx Рік тому

    you don't need 2 melee but you get a 5% buff to your main stats for having one of each type of dps atleast so the 4th dps can pretty much be whatever as long as you have 1 melee 1 caster and 1 phys ranged.

  • @Kaylersick
    @Kaylersick Рік тому +1

    oh cool i learned emotes on bar can help you slip cast.

  • @joeobo1
    @joeobo1 Рік тому +1

    I've been playing for years and didn't know about the emote being gray while casting

  • @Dotterelly
    @Dotterelly Рік тому +1

    I would seriously recommend checking out Jocat's A Crap Guide to FFXIV. It's both informative and hilarious.

  • @FluffieXStarshine
    @FluffieXStarshine Рік тому +2

    Been playing FFXiV for a few years now ... never heard like half of these terms ... and if you go in with "healers adapt" mindset you'll usually be looking for a new healer. In wow you'd get kicked, people are more likley to drop than to start a kick in FF.

    • @JustRuss
      @JustRuss  Рік тому

      haha i was mostly joking :P

  • @jonathanberry8656
    @jonathanberry8656 Рік тому +1

    You should watch nest raid make sure it’s one with Cory there.

  • @MrZockio
    @MrZockio Рік тому +1

    actually most hard raids in ff require you to use 2 def cds at once, in any case aside ultimates its enough to pull out one longer cd and your short cd as tank, this is enough to survive it. some tankbusters are pretty annoying to take, so if you can invul a double tankbuster saves your cooldowns and stress on healers, you are the only one taking dmg there and can drop maximal to 1 hp, if you have a whm in your party, its 1 button to top you back up into the game. if you play warrior and are crit lucky, you can selfheal yourself up to 80-90% of your max hps, making healer healing you fully obsolete. using all cds at once dont have just the bad side of having nothing for the next buster, but also every cd after your first one decreases in efficiency. as example. if your def skill says 30% dmg reduction and u use also another cooldown of 20% dmg reduction, its not 50% dmg reduction but 44%, if u use another cooldown of 20% on top of that, its not 70%, but 56% less dmg and so on.

    • @Henry-Kuren
      @Henry-Kuren Рік тому

      Gunbreaker Superbolide would like to talk to the healers for a moment. Communication and consistency when you are going to pop things are also key. As White mage has a skill that heals you to full, gunbreaker invuln sets them to one HP. Dark knight invuln makes it so you can't die, but if you do 'die' you need to be full healed otherwise you actually will die. Pali and Warrior have the nicer of the two, as pali makes you damage immune, and warrior gets tank privilege.

    • @MrZockio
      @MrZockio Рік тому

      @@Henry-Kuren well aside the fact that warriors invul can used more than the others with pld being almost just 1 time per fight, drk and gb at max 3 times, and warrior 3-4 times, even tho warrior still eats alot dmg and drops to 1 and still takes dmg afterwards, he can heal himself out of this state alone.

  • @Altalus
    @Altalus Рік тому +1

    Nice to see another Linux gamer :)

  • @scotty110
    @scotty110 Рік тому +4

    this guy needs to watch Jocat's "Crap Guide to Final Fantasy" series
    just sayin ;)
    Welcome to FFXIV btw :D

    • @JustRuss
      @JustRuss  Рік тому

      will do! have watched a couple and they were great!

  • @PhoenicisEstuans
    @PhoenicisEstuans Рік тому +1

    when he breezed by openers? those are all optimized for "buff alignment" and pretty easy to look up, so you look it up then you just use them cause...doing your opener right you'll line them all up

  • @alaineninmah7040
    @alaineninmah7040 Рік тому +1

    The last time a interrupt was used in a raid in FFXIV was back in Stormblood on o7s You can literally not have it on your hot bar unless you pvp

    • @JustRuss
      @JustRuss  Рік тому

      hahaha interesting! what about dungeons?

    • @alaineninmah7040
      @alaineninmah7040 Рік тому

      @@JustRuss Storm Blood again.. usually as a tank they will stun enemies with aoes for uptime, but the cast bar on enemies are so long that you can just manipulate the damage and just eat it as a tank. Healing beyond lvl 70 in dungeons is a snooze fest. Most dungeons can be completed with 1 tank 3 dps.

  • @nothanksnopenoname6403
    @nothanksnopenoname6403 Рік тому +2

    Another good thing about FFXIV is the devs actually play the game, and they test everything themselves, they don’t expect players to do that for them. Actihell ruined Blizzard which is why more people keep moving to other games.

  • @SayukiSuzukiMizuno
    @SayukiSuzukiMizuno Рік тому +1

    We call "kitchen sinking" for tanks "light up like christmas tree" :'D

  • @hoodiesticks
    @hoodiesticks Рік тому +1

    11:32 DPS are over here with their standardized 1min/2min cooldowns, and meanwhile my Tank mitigation cooldowns be like:
    60sec, 120sec, 90sec, 60sec, 90sec, 26sec, a cooldown that varies based on my autoattack speed, 7min ...

  • @DesoloGaming
    @DesoloGaming Рік тому +1

    As someone who raided at the highest level in wow and in ff, I haven’t done the last 2 ultimates since I got bored of ff, but it’s pretty good for casuals. I just hated how slow the combat is in ff. They will tell you “oh you have ogcds” it doesn’t compare to a 40% haste wow class with a .5 second gcd. It’s also extremely scripted (I hear the new ultimate has SOME rng) basically meaning you can plan out and know what gcd you should be on at any given second of the fight. Gl on your journey mate

  • @raventalks3695
    @raventalks3695 Рік тому +1

    Tanks and ranged physical dps have interrupts. But they are niche.

    • @JustRuss
      @JustRuss  Рік тому +1

      Ah ok that’s nice tbh

  • @The_Lesser_Evil
    @The_Lesser_Evil Рік тому +1

    Something about seeing wow players learning ffxiv mechanics is endearing.

  • @jasonnchuleft894
    @jasonnchuleft894 Рік тому +1

    Not sure how it works in WoW nowadays but whenever I play with randos as a healer in FFXIV I always use the first couple of pulls as basis on how to adjust to the group. Eg if the tank sucks or the dps take more damage than they should I reserve a bit of MP for emergencies on the bigger pulls or for bosses with lots of hard-hitting AOE. If the Group has a solid mitigation-rotation and people don't take too much damage I mainly support heal/mitigate and focus on damage output instead. For 8 player content those first groups is also when the two healers do our tug-of-war to see who is the main healer and who is the support. That is if we haven't already talked it out while a sprout is watching the intro cutscene 🤣

    • @JustRuss
      @JustRuss  Рік тому

      Sounds smart! I’d prob do something similar

  • @6038am
    @6038am Рік тому +2

    Healers adapt by letting you die as it's easier to just ress you.

  • @FuzzyCottonBall
    @FuzzyCottonBall Рік тому +1

    the boss will usually go mid for big mechanics so people dont have to adjust around the arena.

  • @Akeche
    @Akeche Рік тому +1

    5:30 the pain watching him zero in on only one answer which was also incorrect lol.

  • @mackenzieokelley6454
    @mackenzieokelley6454 Рік тому +1

    Sad to say, but interrupts don't really work that well in late game boss fights and raids. You probably can use spell interrupts if you can get the timing right, but that's about it. And interrupts are usually only like 30 seconds cooldowns

  • @supermigo123
    @supermigo123 Рік тому +1

    It's pretty interesting that your first reaction to the 2 min buffs was "that's pretty sick", considering a lot of people list this meta as their main gripe with the combat. Personally I don't mind it, but yeah.

    • @JustRuss
      @JustRuss  Рік тому +1

      interesting! i'll have to play with it in raids haha

  • @SunrisenStar
    @SunrisenStar Рік тому +1

    there is still some jank with 1 & 2 min cooldowns RDM for example, i still dont understand why Manafication is a 110s cooldown. Accel is also 55 seconds... it's not a huge deal, but why. Fleche and Contra Sixte are 25s and 35s at 90 right now, just why. Flech 20, Contra sixte 40 or 20 also.
    i wonder if everything is eventually going to be 20 / 40 / 60 / 120.

  • @HoboJoe10000
    @HoboJoe10000 Рік тому +2

    Padding doesn't work since FFlogs removes add dps so the true padders are ignoring the adds to just continue single-targeting the boss. Also, there's a difference between stuns and interrupts while I'm here typing. Interruptable casts will be shown in a flashing red as opposed to the norm al orange castbar indicating it can be interrupted by a tank or RDPS. The higher the content, the less stunnable the opponents are. Also, you mentioned monk as one of your potential mains. If you want to play optimally, I suggest looking into what high-end monk gameplay looks like. It can be a bit much for newer players, but rewarding to master. Things like locking your monitor's refresh rate/ changing gear to match your refresh rate is a bit of a meme among us, but a great showcase of how min/maxed we have monk atm.

    • @HoboJoe10000
      @HoboJoe10000 Рік тому

      Also, as a note for slidecasting, the timing is just the last 0.50 seconds of any cast. the emote is a good visual indicator to get the timing down, but you can also just watch the cast time as it's right in the middle of your screen anyway.

    • @JustRuss
      @JustRuss  Рік тому

      yep makes sense! i think i will save the intricacies for later down the line but its promising that there is some depth to optimal rotation! looking forward to investigating further

    • @cynthiahembree3957
      @cynthiahembree3957 Рік тому

      @@HoboJoe10000 It's actually .40 because I have cancelled a cast at .48 before.

    • @HoboJoe10000
      @HoboJoe10000 Рік тому

      @@cynthiahembree3957 it sounds like you got screwed by server ticks on your movement.

  • @lilydusk5042
    @lilydusk5042 Рік тому +1

    welcome to ffxiv! enjoy your stay!

  • @Villagewolf81
    @Villagewolf81 Рік тому +1

    In regards to interrupts. There are 2 flavors. Your usual "kick" which will interrupt abilities. Tanks and melee DPS get those. tanks also get interjection which stops casts. a kick can usually stop a cast as well. Ranged DPS gets an interjection equivalent. So to say ranged don't get interrupts is wrong. Oh you don't use head graze? Bad ranged. You probably don't use Warden's Paean either do you?

  • @0fluu0
    @0fluu0 Рік тому +1

    interrupts arent as important in high end fights, cause think about it.. thats only required if you stand still and have to stop a cast, making it a non-mechanic. this game doesnt like non-mechanics, it likes you to move and do things

  • @ExireHG
    @ExireHG Рік тому +3

    "you suck th-- you _drag_ them." 😂

  • @Darasilverdragon
    @Darasilverdragon Рік тому

    you should REALLY check out the series 'A Crap Guide to FFFXIV', by Jocat.
    They're like this, but animated and funnier, and Jocat is a quite good teacher

  • @bellamango6708
    @bellamango6708 Рік тому +3

    Also I absolutel will say this was my first mmo (not technically but first with actual combat in the last ten years yadda) and you absolutely DO NOT have to look up guides for ANYTHING outside of high end stuff, and even then a lot of groups will label their parties in PF as blind if they enjoy learning like that. It's very forgiving, and the game itself does an amazing job of TEACHING you how mechanics work/complicating them AFTER showing you the basics. Just go in fresh and have fun, I promise the environment is way more chill than WOW from what i've seen. the only time you'll ever be booted is for being cruel. Its the only time I've ever booted someone from a duty haha

    • @bellamango6708
      @bellamango6708 Рік тому +1

      side content like raids is unlocked with blue quest markers as well, its easy to get confused on that lol, and after completing the normal version of story stuff you can go unlock the optional harder versions (EXs for story trials, savage for 8 man raids) but no rush lol i played what. two years before I even wanted to get into raiding, and I do it bc i find it fun, not bc its necessary to get through the story like WOW

    • @lunaticmode638
      @lunaticmode638 Рік тому

      You dont need to look up guides because its so easy that 1 player knowing what they are doing carries the 3 others (adjust ratios for alliance raids and 8man stuff)
      The game teaches absolutely nothing and its one of the few things the community actually complains about instead of blindly praising the devs

    • @bellamango6708
      @bellamango6708 Рік тому

      ​@@lunaticmode638OK I didn't ask 😂

  • @EmpyreanRagnarok
    @EmpyreanRagnarok Рік тому

    I need something to be apparent, if you're seeing this comment 10 days later: "We always have rescue"
    This was not a healer saying "We can get you out of the bad, don't worry."
    As a career FFXIV healer... THAT WAS A THREAT. You do not get to consent to being rescued. You do not teleport to the healer with a rescue. You get dragged over to them through everything and anything between you and them, and it can be used midair. If there's no bottomless pit or death wall we can drag you through, we'll just jump off the edge and rescue you with us.

  • @AlleluiaElizabeth
    @AlleluiaElizabeth Рік тому +1

    “We always have rescue.” is half the reason LuLu has content. lol

  • @RayLumos
    @RayLumos Рік тому

    Have fun and enjoy the Story, :) fellow WOL.

  • @Flickydicky
    @Flickydicky Рік тому +3

    "THAT WAS ALOT, THAT WAS REALLY ALOT!" Ahaha, so much to take in, but loving this journey for you, Might be overwhelming, im still learning myself after two years! Im looking forward to the streams and how it all goes!

    • @JustRuss
      @JustRuss  Рік тому

      cant wait to see you in the streams

  • @QueenKissune
    @QueenKissune 7 місяців тому +1

    So the thing about 1-2 min cooldowns is that this design philosophy 'the 2 min meta' is a pretty recent and divisive change. A lot of people say that it makes standardization easier, but it has also been a major contributor in a lot of recent overwhelming complaints that all the classes feel the same at the top level, with a lot of homogenization between jobs. Not to mention that with so much damage being loaded into the 2min, it means that your rotation outside of these bursts is very boring and simple, with very little room for optimization. This is especially bad with healers, who actually spend most of their time doing damage in comparison to WoW. 95% of your gcds in a raid environment as a healer will be direct damage, and they only have 1-2 buttons in their dps rotation (a single target burst gcd, and a 30s DoT). Its a big contributor to the healing shortage, and the 2min meta making them boring (except astrologian, which is about to get reworked bc its too hard for most players to pick up, even though its the only fun healer. Can you tell im biased?)

    • @JustRuss
      @JustRuss  7 місяців тому

      Yeah i understand the concerns. I personally can't really speak on it myself too much because I have limited experience. However, in my mind the 2 min meta is fine because it allows the fights to be designed around it, big incoming damage spikes that healers have answers to, and dps checks that dps have answers to. i'd rather all classes be on a 2 min time line rather than be one of the ones on a 1 min cd cycle or a 1:30 cycle and have to hold my dps cooldowns for 30 sec for the damage check for example.
      I can see why it's divisive and I think there are pros and cons to everywhichway they could do it