Good guide! Just a note regarding the Heart Stake debuff: you can force a single tank to absorb both bleeds (which is optimal because they dont stack) by just having the other tank voke during the cast. Since it targets the 1st aggro 1st and the 2nd aggro 2nd, if the other tank vokes during the cast then the tank that gets hit 1st will also get hit by the 2nd, because theyre now 2nd in aggro when it resolves. Just good to know so you can pull it off regardless of tank composition.
didn't read this till now, but my group was confused when the OT provoked, got agro and still didn't take the 2nd heart stake hit. later on we decided to invuln it and then he started to take it since he was 2nd in emnity, then that ball finally fell and we were like "ooooh, so it goes #1 #2 in agro"
"Tree branch thingies". "Cuddle each other" I love your descriptions. Unique and makes me chuckle. Don't ever change your delivery method. Great guide, ty!
Very informative! i had struggle with understanding on most guides what mechanics actually do but with your guide i know the mechs before they even happen so i don't dissapoint my teammates too much, haha. Thanks for this!
Hi! i would also like to point out that the Tank doesnt get a dark orb during Act 2, only the healer does, the tank Tethered to the dark Orb healer gets nothing over their heads ( meaning that as a tank you would get a fire orb or no orb, so no orb is your que to deal with the dark tether mechanic)
And to this day, the pizza slices (Titan EX), aka Protean Wave (A3S aka Living Liquid), are known by those names regardless of what fight they show up in with different names.
yeah, whenever someone can't make it in my static it's an hell to find a decent DPS for the door boss. we generally check FFlogs to see if the person has cleared p4s p1 atleast, otherwise it's an instant kick, might be a dick move, but either they haven't cleared it meaning that they haven't seen phase 2 (which we were progging) or they're hiding their logs, and that's always an red flag.
I'm honestly surprised that the main strat for Act 2 wouldn't be the Melee uptime strat. Is there something I'm missing in terms of execution burden vs the posted strategy?
I really dont know, we didnt have melees complain at all, although they are pretty greedy players :D (in the good way ofc) and thats why we didnt change anything.
@@AqB I feel you. There's just a strat that gives melee 100% uptime and requires a lot less movement overall for Act 2. I guess I failed to realize these were like the strats your grouped pick rather than like a compilation of like overall quick and easy strategy. Either way, I really dig the video. Thanks for sharing!
@@KeaneKamina DPS shouldn't be a problem and with this strat the DPS can still find ways to get some uptime during it. our monk for example gets 2 GCDs in while running from 1 position to the other, sometimes he tries to greed a 3rd, sometimes it works sometimes it doesn't. but in the end the DPS can make their own sub strat on how to get uptime without compromising the group. Did that as PLD a lot during E12S P2. we were doing the safe strat where we would get knocked back but stay out (painful for me) so i popped sprint, got knocked back but used my gap closer to get 1 more GCD in, take the stack and keep my GCD rolling. they didn't like it since it looked close, but i wiped the group to that like once or twice.
@@DarkDyllon I feel you on the strat. My static runs a full uptime strat that is actually also the easiest way to deal with act 2 as a whole. We are all BIS now and it works like a charm. I just thought that since we used the strat that it was well known enough already that it became a norm. Either strat works for sure.
yeah i can actually see it a bit. i generally just pre position infront of my tower so i only have to move back, think he does it here aswel, just explains it poorly, or explained it when the footage of going into the towers was playing (leading to an misunderstanding)
Good guide! Just a note regarding the Heart Stake debuff: you can force a single tank to absorb both bleeds (which is optimal because they dont stack) by just having the other tank voke during the cast. Since it targets the 1st aggro 1st and the 2nd aggro 2nd, if the other tank vokes during the cast then the tank that gets hit 1st will also get hit by the 2nd, because theyre now 2nd in aggro when it resolves. Just good to know so you can pull it off regardless of tank composition.
I assume you have to invul the 2nd hit if you're doing this? Good to know!
Thanks for explaining! I thought its some weird paladin strat only! I will pin the comment for everyone!
didn't read this till now, but my group was confused when the OT provoked, got agro and still didn't take the 2nd heart stake hit.
later on we decided to invuln it and then he started to take it since he was 2nd in emnity, then that ball finally fell and we were like "ooooh, so it goes #1 #2 in agro"
"Tree branch thingies". "Cuddle each other" I love your descriptions. Unique and makes me chuckle. Don't ever change your delivery method. Great guide, ty!
Thanks! I always said tree branches and my group said "No those are THORNS", but in my world thorns dont look like that 😄. Thanks for your kind words!
The way you do your guides helped me grasp act 2 better than others i've seen. Def appreciated
Very informative! i had struggle with understanding on most guides what mechanics actually do but with your guide i know the mechs before they even happen so i don't dissapoint my teammates too much, haha. Thanks for this!
lol this was actually the most well explained guide i have found really nicely done kept it simple and easy to understand
Thank you! Will continue soon when the next Tier hits!
Your guides are the best! Worth the wait
Brilliant help, thx so much🙏🏽
Hi! i would also like to point out that the Tank doesnt get a dark orb during Act 2, only the healer does, the tank Tethered to the dark Orb healer gets nothing over their heads ( meaning that as a tank you would get a fire orb or no orb, so no orb is your que to deal with the dark tether mechanic)
What the heck, really? :D They are always on the opposite side of me so I didnt know. What the hell! Thanks!
Thank you! My group thought I was blind when I kept telling them I wasn't getting an orb sometimes haha.
@@sc4334 Hahahaha sorry my Tanki-boi! I shouldve noticed for you!
And to this day, the pizza slices (Titan EX), aka Protean Wave (A3S aka Living Liquid), are known by those names regardless of what fight they show up in with different names.
Great Guide. Thankss
Another great guide, thank you! Actually I think P2 is not as bad as P1. The most difficult mechanic seems to be Act 2. Can't wait to prog!
I agree its way more puzzle-ish than execution based. Its a lot of fun!
Mal wieder ein toller Guide! Nur solltest den Timestamp von Act 3 korrigieren, da is ein Fehler drin ^^.
Danke dir, habs direkt korrigiert dank dir !
Insane!
If only party finder groups had enough DPS to beat Door Boss enrage ;[
yeah, whenever someone can't make it in my static it's an hell to find a decent DPS for the door boss.
we generally check FFlogs to see if the person has cleared p4s p1 atleast, otherwise it's an instant kick, might be a dick move, but either they haven't cleared it meaning that they haven't seen phase 2 (which we were progging) or they're hiding their logs, and that's always an red flag.
Thank you!!!
I already cleared this fight but I will pass this guide to my fc for the ones that are still in other floors :)
Yeah I know I am a bit late :D Thank you tho!
I'm honestly surprised that the main strat for Act 2 wouldn't be the Melee uptime strat. Is there something I'm missing in terms of execution burden vs the posted strategy?
I really dont know, we didnt have melees complain at all, although they are pretty greedy players :D (in the good way ofc) and thats why we didnt change anything.
@@AqB I feel you. There's just a strat that gives melee 100% uptime and requires a lot less movement overall for Act 2. I guess I failed to realize these were like the strats your grouped pick rather than like a compilation of like overall quick and easy strategy.
Either way, I really dig the video. Thanks for sharing!
@@KeaneKamina DPS shouldn't be a problem and with this strat the DPS can still find ways to get some uptime during it.
our monk for example gets 2 GCDs in while running from 1 position to the other, sometimes he tries to greed a 3rd, sometimes it works sometimes it doesn't.
but in the end the DPS can make their own sub strat on how to get uptime without compromising the group.
Did that as PLD a lot during E12S P2.
we were doing the safe strat where we would get knocked back but stay out (painful for me) so i popped sprint, got knocked back but used my gap closer to get 1 more GCD in, take the stack and keep my GCD rolling.
they didn't like it since it looked close, but i wiped the group to that like once or twice.
@@DarkDyllon I feel you on the strat. My static runs a full uptime strat that is actually also the easiest way to deal with act 2 as a whole. We are all BIS now and it works like a charm. I just thought that since we used the strat that it was well known enough already that it became a norm. Either strat works for sure.
Act 4 was bad explained in my opinion
Thats fair, thank you!
yeah i can actually see it a bit.
i generally just pre position infront of my tower so i only have to move back, think he does it here aswel, just explains it poorly, or explained it when the footage of going into the towers was playing (leading to an misunderstanding)