TL;DW Multiple pastebins and NA/EU PF doing different things means this likely won't match what you did in PF week 1. Watch the 1st minute for all of the different spread and pair positions. Barbarous Barrage - I show both normal and knockback immune versions. They both work fine. Final fusedown - HR are fixed north/south spots based on their fuse (because their safespots never change). TM take the melee spots - MT/M1 NW, OT/M2 SE. This allows players to preposition for their bombs, whereas bomb relative doesn’t. Fusefield - North CW MT -> OT -> H1 -> H2, same for DPS M1 -> M2 -> R1 -> R2 Fuse or Foe - Both spreads at clockspots, melees and healers swapped for uptime Hope this makes some of the mechanics easier to visualise!
Good video as always, a couple small things: • For Final Fusedown, R1 and R2 can fit just fine in the bottom left (4) at 7:41. It's far easier to just follow your group here, NA PF was doing this yesterday in multiple groups. • For P3 (Octo Special) doesn't require any adjustment, but ranged can have enough room to be in their clocks on spread as well. Fusedown, it's a small thing, I feel like it's easier just to SAY ‘N CW short > long’ for fuse detonations, it matches up to what the strat is shown on screen, so it doesn't matter too much beyond that.
from some screenshots going around in discord, there used to be a rather valid criticism here that still praised the guide as a whole. I get removing bad faith criticism, but it does feel rather unfortunate when comments containing: > hector guides are a rather well explanation on how the fight goes and what the mechanic are are removed (at least I cannot find them here), because they contain some light and valid criticism. the only thing I can still find is a comment from @Aurelyn about the final fusedown method.
Thanks for the guide, this will help many people digest the mechanics and get their clear. Although, I'm unsure why you have made certain changes from what was already NA standard that is adding to confusion in PF. For example, PF has had supports CW for lariat since Day 1 and now you introduce supports CCW for no discernible reason. The Final fusedown strat that had the 4 players in the long fuse area was also the standard, there's no reason to send H1/R1 to the far corner. Lastly, PF was using H2 T2 T1 H1 prio for Fusefield and honestly your prio system has no objective benefit. So I feel you've added inconsistencies just to make this guide "your own" without considering whether these differences are adding value to the NA scene. I should also mention that you yourself recommend *against* KI Towers so I don't understand why you would include it in this video.
My casual static is starting this fight. I love your guides, they are by far the easiest for me to understand, especially since I do all my raiding in one small window during the week, so practice between raid days is nonexistent. Keep doing what you're doing bro you have made savage so accessible for me and so many others.
I'm watching your guides since the first Pandaemonium Raid and it helps me out alot. It also took my anxiety to do savage content time by time. I really appreciate your guides, thanks again Hector!
What's worth mentioning as well is that Final Fusedown is in the middle of your burst window haha. That is what makes the mechanic a wall for pf (myself included). If you have long fuse LOOK NW/SE for the safe opening after short fuses go off and DON'T BLOW UP EVERYONE IN THE MIDDLE!!!
eh it's not really a problem, don't bother with NW/SE, just look for the 2 long fuses in melee range and stand between those under the boss. Anything more than that is putting in more brainpower than it needs. Short fuses: Melee go under / slightly away from the group under each melee bomb. Ranged to the far side. Long fuses stack in the safe spot. BOOM Short fuses now go to OPPOSITE safe spot from the first and the mechanic is resolved. Long fuses occupy where the initial bombs were, with melee once more going under the closest two.
Huge thank you for these guides Hector. As a relatively new player, DT is the first expac where I started at max level, and these are incredibly helpful. Gave me the confidence to try savage and now loving it!
I think it'd be cool if using potions in the first two minutes caused the ref to disqualify us, meaning we need to watch from the sidelines until the wipe. But then after he gets punched out, we're all good to start doping.
I think the main problem I have with this strat is that it flips positions from left/right during Final fusedown and Fusefield for R2/H2 and R1/H1 just to try to make explanation look nice while being counterintuitive in practice. Like, for Fusefield, you have R2 starting at R1's clock position when you could just have left/right groups again letting you look cw/ccw to find your spot.
no because the fuse pattern isn't like long-short-long-short, it can be short-long-long-long-short- etc. So it's not as simple as taking clock spot and rotating to the nearest. We have M1 take the first fuse clockwise from north (including north if their fuse is there) and M2 the next, and R1 and R2 do the same thing counterclockwise from Northwest. Then for supports M1 and M2 CW, H1 and H2 CCW. It isn't that complicated. For example I play as melee, I'm M2 in my team, so lets say i get the short fuse timer. I identify the second short fuse in a clockwise fashion starting from north, where we have our A marker. I will be the 2nd person to 'pop' my bomb.
Except for Bombarian Flame this guide is exactly like the melee uptime KNB guide that most people are using now in PF. The difference is Hector uses melees first, KNB uses ranged first. Also please dont use that KI Tower strat in any groups, that would be such a pain to get people to time right.
The timing for KI in towers is fairly easy, but I agree it's best to save KI for the boom dive after. Too many tanks having to do the walk of shame from a mistimed gap closer.
Yeah, really struggling to understand why he opted to have two groups completely switch spots for a single mechanic. Easier, less complicated, to just stick to your color spot.
7:08 FinalFusedown: a neat lil mental trick to remember where you go... The OnPlayer-Fuse... the long fuses are CURVED, if you have a longfuse the 1st safe spot is the CURVE in the arena. (Shortfuses aren't even long enough to get a curve)
Thanks for the guides Hector! One small request for the future if you have time, could you add if raidwide attacks are physical or magic damage? A lot have been physical this tier compared to normal!
Thank you so much for what you're contributing to the community and the raiding scene, Hector ♡ Your guides have helped me tackle the high end content and clear them and this is coming from a casual xiv player who's been anxious about doing this kind of content for so long so seriously thank you :D
Can be noted that on the second Doping Draught, at the end of his Bombarian Special, everyone can also just pop anti-kb for the knockback and stand in their spread/pair spots around the blue circle. There is enough room, so everyone can just vibe if they want to :)
@@nospoiler This. I tried doing it Swiftrax's approach but didn't have a dive due to my burst (WAR) and had to sprint run to my partner. Made it, but it sucked.
Why do you have H2/R2 west for fusefield?!? You have east/west reversed for one mechanic in the fight Edit: original phrasing was harsh. I got flamed for being in the wrong position and had to go back and see if I was being gaslit
A easy way I found out how to do Chain Deathmatch 1 was to remember the two numbers that got hit by the clone that I purposely took the hit from. So for example if he 3 and 4 for me while I was standing by number 3 I would just go straight to 4 and I was fine. Same could be if the boss hit 1 and 2 while you were standing by either 1 or 2. Just go to the other number, its always safe regardless of the clone that you are dealing with. Hopefully im explaining it right. I just figured it would help for those that have issues thinking in the moment. Hope this helped anyone.
I was really sceptical at first when i saw your fusedown solution as I thought "new north" strat is more straightforward but i was so wrong. Your solution is really good and very error proof. Only thing that I'm confused about is why put H1/R1 north and H2/R2 south instead of standard W/E to match clockspots there, but again, it's just pettiness. Overall it's a great guide, thank you :)
It would most likely be for melees to still be closer to the boss. As a healer I enjoy the corners, it's safe and I can give plenty of space in the corners
@@Heroisback92192 I think the complaint is more why make the West side H/R go to the NE spot and the East side H/R go to the SW spot. Could very easily have East H/R go NE and have West H/R go SW. As a Picto, I hate having to abandon the zone I placed NE to run SW as short fuse when the physrange could very easily just take the southern spot. I should also just git gud and place my zone better, but it still feels bad while learning.
The first two Lariats of the fight and the two that happen after the first doping draught aren't random, they're always opposites, so if two pairs first, it will be two spreads after doping draught.
The only ""bad"" position that I see in this guide is on fusefield. The prio for dps, that i used in week 1 clear was R1, M1, M2 and R2. In this case, there is a slightly possible for melees stay behind the boss or flank. Not too much special since this tier dont have too much dps check but works fine. Other than that, good guide.
For more consistency thanks to color coded markers, h2 and ot should swap markers so that they are less likely to go to the wrong marker during fuse or foe + spin. Also, using anti-KB for anything else than dives is needlessly risky. Just a little bit of lag or slight mis-angle can kill someone trying to gap close in to cancel the dive, while for the barbarous barrages, you got plenty of time to aim with lots of room and time to reajust. I would also bet that weaving anti-kb there may be awkward for many jobs.
I just got my M2S clear after 11 straight hours of pugging. Grateful for Hector's guide which helped get me through it. I'm wondering why there are so many different strats for M3S compared to the previous 2 fights.
@@FrozenPear TBF pf doesnt realize there literally only 2 spots where the 3 bombs can spawn. That and its p much cause of melees. Its the same reason why Elmo flopped in P3S cause you'd ALWAYS had a double bait in the party
@@TheUrbanLegend52unfortunately i agree. Its either tanks or melee greeding for uptime and clipping the mid group. Multiple times i ask them not to greed that mech and use ranged attacks for 2-3 gcds but no
i like the strats you used but really wish you had animated the "safe spot" people in fusedown being within the center diamond, because now nobody realizes there's plenty of safe space within the diamond lol
I just want to say, your guides immensely help out PF on primal. PF strats go from all over the place to consistent with a day or two after you release your guides. The pastebins and other strats are just so hard to follow and inconsistent. This is my first time ever doing a Savage tier and I was able to complete M3S week 1 because of you. You are amazing.
for fusedown? it doesn't really matter, as you can even fit all the ranged on the same side, there's so much space. alt rinon strats has everyone on the same side so that it's easy for no one to get lost
For chain death match, if you want to reduce the mental load of calculating the final safe spot: Instead of only going into the safe spot for the dangerous lariat, also move IN to the lariat you need to be hit by. (So for video example, go to 3) (You basically have to learn how to do with for Chain Deathmatch 2 anyways so might as well get used to it) Now you're already in the safe side for one of the lariats. Which means all you need to do is move into the opposite of the dangerous one. (4) For me personally, this was a lot less mentally taxing than identifying the "true" safe spot and then reversing it. It reduced the mental load for me so much that I went from ~73% consistency to 100%.
Love the guides, thank you Hector. I realize that of course you're busy and Savage is the priority, but any chance of P4/8/12 Unsync guides in the future? Thanks!
There is no reason given, and I do agree with that the Healers and Range should just stay on their sides for Fusedown due to just performing a lariat where we either clock-spread or INTERcard stacks. I would also recommend the dps caster take the NE spot as if they are a BLM or PCT they can place their lay lines/stary field down and not have to hold 2 minute bursts moving to SW as they would have to if set to Group 1 or 2 in Hector's guide. And the Phys range, who would have movement can run to the SW if the dps are short fuse, and NW if long. Healer would have the benefit from keeping the dps uptime and also not have to run across.
Why does H1/R1 and H2/R2 switch positions during Final Fusedown? I mean, for the entire fight they are H1/R1 Position "D" and H2/R2 Position "B" but during Final Fusedown you have them switch to opposite ends of their original positions.
Dude, ran into this problem too. R1 can either lazily stay at one or hop to 2 While R2 has hop to 3 or schlep all the way to 4... being split N and S. instead, splitting West and East, the Group 1 and 2 H/R just stay on their original damn group side... now got these potatoes quoting this like the bible and never down to try R2 -- gee i wonder why...
yeah it's pretty much illogical, a break of flow and massively inefficient movement as you have to move 4 players to new unneeded positions while only r1 would have to move if the flow was east/west like the rest of the fight instead of north/south
Hey, I'm not sure if I can suggest things, but for his dive attack, the range doesn't have to swap sides they can sit put and for final fusedown, both range short fuses should go to to the safe spot on their side instead of having h2 and range 2 moving for the east side to the west side
for 2:34 you say g1 gets knocked left but it shows M1 and mt gets knocked back right was this just any oversight just making sure cus that could confuse some
For the Final Fusedown, is there a reason why H1/R1 are positioned North East instead of South West that I am missing or would it be more senseful to have it opposite for consistency in healer positioning?
During Fusefield, are those fuses on the ground that you need to put out exactly that formation all the time? like there no variation on the short and long fuse locations?
My group just got to R3 last night. We saw fuse field a couple times, 2 pugs. Ended up switching to paladin for this fight (honestly might do the same for R1 reclears) because lol gunbreaker and dark knight in these fights. Good for R2, but not 1 or 3.
Nice job on the guide, but honestly, final fusedown strat is a bit too convoluted. The whole mechanic is role based, and since the safe side can be rotated, it's much easier to just do the whole thing looking at the boss and using a new north for the solo long fuse bomb. R1 NE and R2 SW makes close to zero sense, when you can have fixed spots like Rinon or a myriad of pastebins anyway just by looking at the boss.
Not sure why, but i think that enrage is based on the fight of Jimmy Snuka vs Don Muraco, where he climbed the cage and belly flop right into him. Even his pose is kind of similar.
@@alexmaganda5827 I wonder how that statement came to be - A whole guide that uses clockspots and groupmechanics based on East / West and then one single mechanic that uses North / South instead while the more logical East/West (as you can basically nearly always stay on your positions for both groups) is totally ignored. How is that less complicated?
can someone please explain to me this: Final Fusedown suports get short fuse first why H1 from marked D need to run to marker 2 and h2 from B need to go to 4 .... its like a lot of extra running 07:04
This final fusedown method is great for caster uptime, but PF will struggle with it a lot more than making a safe area "relative north" and using that to split left/right.
For healers and ranged it's actually less thinking. You are either short fuse, so go to your fixed spot, then mid. Or you are long fuse, so go mid, then your other fixed spot. You basically never even need to look at the bomb pattern. I think bomb pattern relative would only be easiest if the bomb pattern could be rotated to any of the 4 corners, instead of only the 180° flip.
@@HectorHectorson disagree partially. While yes, you don't have to look for the pattern, the strat itself is actually quite inefficient for h1/h2/r1/r2 when looking at movement. You list a neutral safespot on C after Lariat - that causes long movement for R1/R2 and a semi long movement (slideable) for healers. With Short R1/H1 being NE and R2/H2 being SW you create additional long paths. If people opt to not move the the neutral spot first, it's practically having H1/H2/R2 take the long diagonal to their savespot and R1 taking only a long walk to the side. If the mechanic were to be played E/W (like the rest of your guide) then H2/R2 would be on NE and H1/R1 would be on SW - that'd be a win for movement flow which can even be further reduced if the neutral for H1/R1 is taken to D instead and the neutral for H2/R2 is taken to B instead. Melee postions for neutral shouldn't matter as regardless of the neutral spot, they should be in healrange
@@Dekaar I agree that E/W is the better priority, as it's less positions to remember for healers/ranged. Movement really isn't a factor when there's 27 seconds between when the lariat resolves and when the bombs spawn.
if you start fusefield snake prios from east instead of north, melee would be almost guaranteed a spot they can do a positional from with only a rare chance of being forced NW.
You don't have to be on your fuse the whole time anyway. So long as you pop it in the right order, you can slide back around to it just to pop and go back afterwards.
From what im seeing on the main stuff, its the same as Yukizuri's guide, so should acknowledge them. Im glad as well tho that its the same because it means pf wont differ their strats
sadly some stuffs are differents , for exemple as h2 on yuki I'm always on C or 3 , here , I go yellow then I got purple then I go blue , I truely hate these positions here for h2 it make no cense to me
@@Denzel8875 I dont see where H2 ever HAS to be on purple (If you mean first Final Fusedown, thats because of melee uptime, markers have nothing to do with that) Also on Yuki strat H2 swaps between yellow and blue all the time aswell They show H2 on blue at the start of the guide, but you can see the OT standing on "their" spot, and H2 is doing all clockspot mechanics on yellow, while moving to blue for fuses Neither of the healers can forever stay on their color throughout the fight
The one thing I don't like about this guide is chains 1 and 2 can be done exactly the same way by just going to a corner each time with a slight adjustment to be hit by poison (sometimes). You could solve both with the same movement and practice chains 2 without even seeing it.
hello thank you for this guide, hope you're okay with feedbacks i'm sure you have reasons but it would be best to just cover just 1 strat for a mechanic instead of actually showing optional in the guide video. the pf rn is having to say "hector strat, no kb immune" which sounds kinda stupid
I just have to say I think the guide is good except for the "static spots" for Final Fusedown. Static spots there just don't make sense, why make people not only find the bombs but also pay attention to true north? It's so much easier to have G1 go "left" and G2 go right relative to the 3 bombs "south". Then you don't even have to turn your camera. I feel like this has caused a lot of confusion in PF.
TL;DW
Multiple pastebins and NA/EU PF doing different things means this likely won't match what you did in PF week 1.
Watch the 1st minute for all of the different spread and pair positions.
Barbarous Barrage - I show both normal and knockback immune versions. They both work fine.
Final fusedown - HR are fixed north/south spots based on their fuse (because their safespots never change).
TM take the melee spots - MT/M1 NW, OT/M2 SE. This allows players to preposition for their bombs, whereas bomb relative doesn’t.
Fusefield - North CW MT -> OT -> H1 -> H2, same for DPS M1 -> M2 -> R1 -> R2
Fuse or Foe - Both spreads at clockspots, melees and healers swapped for uptime
Hope this makes some of the mechanics easier to visualise!
Good video as always, a couple small things:
• For Final Fusedown, R1 and R2 can fit just fine in the bottom left (4) at 7:41. It's far easier to just follow your group here, NA PF was doing this yesterday in multiple groups.
• For P3 (Octo Special) doesn't require any adjustment, but ranged can have enough room to be in their clocks on spread as well.
Fusedown, it's a small thing, I feel like it's easier just to SAY ‘N CW short > long’ for fuse detonations, it matches up to what the strat is shown on screen, so it doesn't matter too much beyond that.
from some screenshots going around in discord, there used to be a rather valid criticism here that still praised the guide as a whole. I get removing bad faith criticism, but it does feel rather unfortunate when comments containing:
> hector guides are a rather well explanation on how the fight goes and what the mechanic are
are removed (at least I cannot find them here), because they contain some light and valid criticism.
the only thing I can still find is a comment from @Aurelyn about the final fusedown method.
I haven't been your biggest fan since abyssos. This tier looks solid so far. Good job!
HR should do E/W fixed spots for fusedown because thats how they do every other mechanic.
Thanks for the guide, this will help many people digest the mechanics and get their clear. Although, I'm unsure why you have made certain changes from what was already NA standard that is adding to confusion in PF. For example, PF has had supports CW for lariat since Day 1 and now you introduce supports CCW for no discernible reason. The Final fusedown strat that had the 4 players in the long fuse area was also the standard, there's no reason to send H1/R1 to the far corner. Lastly, PF was using H2 T2 T1 H1 prio for Fusefield and honestly your prio system has no objective benefit. So I feel you've added inconsistencies just to make this guide "your own" without considering whether these differences are adding value to the NA scene.
I should also mention that you yourself recommend *against* KI Towers so I don't understand why you would include it in this video.
My casual static is starting this fight. I love your guides, they are by far the easiest for me to understand, especially since I do all my raiding in one small window during the week, so practice between raid days is nonexistent. Keep doing what you're doing bro you have made savage so accessible for me and so many others.
I couldn't agree more
I'm watching your guides since the first Pandaemonium Raid and it helps me out alot. It also took my anxiety to do savage content time by time. I really appreciate your guides, thanks again Hector!
What's worth mentioning as well is that Final Fusedown is in the middle of your burst window haha. That is what makes the mechanic a wall for pf (myself included). If you have long fuse LOOK NW/SE for the safe opening after short fuses go off and DON'T BLOW UP EVERYONE IN THE MIDDLE!!!
eh it's not really a problem, don't bother with NW/SE, just look for the 2 long fuses in melee range and stand between those under the boss. Anything more than that is putting in more brainpower than it needs.
Short fuses: Melee go under / slightly away from the group under each melee bomb. Ranged to the far side. Long fuses stack in the safe spot.
BOOM
Short fuses now go to OPPOSITE safe spot from the first and the mechanic is resolved. Long fuses occupy where the initial bombs were, with melee once more going under the closest two.
Huge thank you for these guides Hector. As a relatively new player, DT is the first expac where I started at max level, and these are incredibly helpful. Gave me the confidence to try savage and now loving it!
That's so much Hector. Really appreciate these. They fit how my brain tries to parse out mechanics from the top down so well
Really wish they gave him a steel chair for the enrage xD but I digress, ty for the guide! will help solve fuse confusion hopfully!
Having him come FROM THE TOP ROPE! is still pretty good. Just needed to be a People's Elbow or something, instead of a belly flop.
@@CrashB111 He made the Jimmy Snuka finisher when he fought Don Muraco in a Steel Cage. That is the reference :3
I think it'd be cool if using potions in the first two minutes caused the ref to disqualify us, meaning we need to watch from the sidelines until the wipe. But then after he gets punched out, we're all good to start doping.
I love the voice crack wasn't edited out at 6:52
30 going on 13
lol
I never noticed it, that's hilarious.
ahaha he said "octop-🦃"
@@eliofastora LMAO! TOTALLY A TURKEY! ROFLMAO
Thanks for these guides! They are always the easiest for me to understand. I appreciate all the hard work.
To anyone reading this. Do not use KBI tower strat. there is not much uptime you save compared to saving it for kb dives.
I think the main problem I have with this strat is that it flips positions from left/right during Final fusedown and Fusefield for R2/H2 and R1/H1 just to try to make explanation look nice while being counterintuitive in practice. Like, for Fusefield, you have R2 starting at R1's clock position when you could just have left/right groups again letting you look cw/ccw to find your spot.
no because the fuse pattern isn't like long-short-long-short, it can be short-long-long-long-short- etc. So it's not as simple as taking clock spot and rotating to the nearest.
We have M1 take the first fuse clockwise from north (including north if their fuse is there) and M2 the next, and R1 and R2 do the same thing counterclockwise from Northwest. Then for supports M1 and M2 CW, H1 and H2 CCW. It isn't that complicated. For example I play as melee, I'm M2 in my team, so lets say i get the short fuse timer. I identify the second short fuse in a clockwise fashion starting from north, where we have our A marker. I will be the 2nd person to 'pop' my bomb.
@@Hirotoro4692 ok but why h1 and h2 swich places for first bombs ? that part i cannot understand
thanks for all you do for the community were lucky to have you :D
You know you're doing a good job when I constantly hear "Hectoring" as a verb.
Thanks for the great guides, Hector!
Consider thanking Hector on ko-fi instead, UA-cam takes 30% of the super thanks away from the creator.
@@Lamora21holy cow
@@Lamora21 but then you don't get your comment highlighted.
Except for Bombarian Flame this guide is exactly like the melee uptime KNB guide that most people are using now in PF. The difference is Hector uses melees first, KNB uses ranged first. Also please dont use that KI Tower strat in any groups, that would be such a pain to get people to time right.
The timing for KI in towers is fairly easy, but I agree it's best to save KI for the boom dive after. Too many tanks having to do the walk of shame from a mistimed gap closer.
It's better if H2/R2 takes NE during final fusedown. That way R2 stays in the regular R2 spot, and H2/R2 just stay east, while H1/R1 stay west.
Yeah, really struggling to understand why he opted to have two groups completely switch spots for a single mechanic. Easier, less complicated, to just stick to your color spot.
Great Work Hector, your guides are amazing ! A lot of ppl are clearing because of you. Keep it up
👏
The voice crack at 6:52 😂
Love your guides, thanks so much for your hard work!!
Like how the players backed up when that last Lariat Combo went out. 😂
this tier is super easy thanks to your guides went into practice pf and ended up with the kill ty very much
7:08 FinalFusedown: a neat lil mental trick to remember where you go...
The OnPlayer-Fuse... the long fuses are CURVED, if you have a longfuse the 1st safe spot is the CURVE in the arena. (Shortfuses aren't even long enough to get a curve)
Thanks for the guides Hector! One small request for the future if you have time, could you add if raidwide attacks are physical or magic damage? A lot have been physical this tier compared to normal!
I'll try to remember to do this going forward! Thanks for the suggestion.
Still on mouser bruh
Loooooool
mouser.... how? I thought it is people simping for Beetuber to be the PF wall this tier?
Just go opposite tile bruh lol
Mouser is easy
If you're still on Mouser at this point, there's no saving you. Savage might just be out of your skill level.
The voice crack 😭here's some cough drops funds... thanks for all the guides! my static is progging this tier smoothly thanks to your videos!
Thank you so much for what you're contributing to the community and the raiding scene, Hector ♡
Your guides have helped me tackle the high end content and clear them and this is coming from a casual xiv player who's been anxious about doing this kind of content for so long so seriously thank you :D
CAT! Thanks so much for all you do!
Fuses of Fury - "look at the clone you were chained to"
AAAAA I'VE FORGOTTEN THAT
Thank you, Hector! You’re the best.
Can be noted that on the second Doping Draught, at the end of his Bombarian Special, everyone can also just pop anti-kb for the knockback and stand in their spread/pair spots around the blue circle. There is enough room, so everyone can just vibe if they want to :)
Though doing so means you won't have KB immunity for the dive soon after, and there is also plenty time to spread after the knockback in special
@@nospoiler This. I tried doing it Swiftrax's approach but didn't have a dive due to my burst (WAR) and had to sprint run to my partner. Made it, but it sucked.
@@nobutadas keep an onslaught for mechanics like this. Unbuffed onslaught out of burst > lost uptime
Thank you as always Hector ❤
Why do you have H2/R2 west for fusefield?!? You have east/west reversed for one mechanic in the fight
Edit: original phrasing was harsh. I got flamed for being in the wrong position and had to go back and see if I was being gaslit
heey the cat playing with a dragonball :3best part of the video , thanks for the guide.
Thank you!
I started doing savage on saturday and this m3s guide is right on time :)
We cannot appreciate you more!
A easy way I found out how to do Chain Deathmatch 1 was to remember the two numbers that got hit by the clone that I purposely took the hit from. So for example if he 3 and 4 for me while I was standing by number 3 I would just go straight to 4 and I was fine. Same could be if the boss hit 1 and 2 while you were standing by either 1 or 2. Just go to the other number, its always safe regardless of the clone that you are dealing with. Hopefully im explaining it right. I just figured it would help for those that have issues thinking in the moment. Hope this helped anyone.
I was really sceptical at first when i saw your fusedown solution as I thought "new north" strat is more straightforward but i was so wrong. Your solution is really good and very error proof. Only thing that I'm confused about is why put H1/R1 north and H2/R2 south instead of standard W/E to match clockspots there, but again, it's just pettiness. Overall it's a great guide, thank you :)
Agreed on H1/R1 placement, not a big issue but I can see it cause needless arguments in pf
It would most likely be for melees to still be closer to the boss.
As a healer I enjoy the corners, it's safe and I can give plenty of space in the corners
I have friend who feels griefed by this xb
@@Heroisback92192 I think the complaint is more why make the West side H/R go to the NE spot and the East side H/R go to the SW spot. Could very easily have East H/R go NE and have West H/R go SW. As a Picto, I hate having to abandon the zone I placed NE to run SW as short fuse when the physrange could very easily just take the southern spot. I should also just git gud and place my zone better, but it still feels bad while learning.
Out just in time for me to prog after the bee horror
Excuse you, that's my queen you're slandering.
same just killed her 2h ago time to suffer on m3s now lol
@@Aqu4tic2she got squished like the bug she is, thank the twelve.
The first two Lariats of the fight and the two that happen after the first doping draught aren't random, they're always opposites, so if two pairs first, it will be two spreads after doping draught.
The only ""bad"" position that I see in this guide is on fusefield. The prio for dps, that i used in week 1 clear was R1, M1, M2 and R2. In this case, there is a slightly possible for melees stay behind the boss or flank. Not too much special since this tier dont have too much dps check but works fine. Other than that, good guide.
For more consistency thanks to color coded markers, h2 and ot should swap markers so that they are less likely to go to the wrong marker during fuse or foe + spin. Also, using anti-KB for anything else than dives is needlessly risky. Just a little bit of lag or slight mis-angle can kill someone trying to gap close in to cancel the dive, while for the barbarous barrages, you got plenty of time to aim with lots of room and time to reajust. I would also bet that weaving anti-kb there may be awkward for many jobs.
One of the heaviest Bosses for (a-c Savage Content) of all time
I just got my M2S clear after 11 straight hours of pugging. Grateful for Hector's guide which helped get me through it. I'm wondering why there are so many different strats for M3S compared to the previous 2 fights.
they sure are getting more creative with these enrages and im here for it
rest in peace party finder for that final fusedown strat
oh this is going to cause PROBLEMSSSSSS oh nooooooo
TBH, I did that strat in PF today and its way more straightforward than "new north" strat, you should give it a try.
@@FrozenPear TBF pf doesnt realize there literally only 2 spots where the 3 bombs can spawn. That and its p much cause of melees. Its the same reason why Elmo flopped in P3S cause you'd ALWAYS had a double bait in the party
@@TheUrbanLegend52unfortunately i agree. Its either tanks or melee greeding for uptime and clipping the mid group. Multiple times i ask them not to greed that mech and use ranged attacks for 2-3 gcds but no
@@WiseFatOwlAs a tank, I will be the first one to use a ranged attack if it means not clipping people 😂
i like the strats you used but really wish you had animated the "safe spot" people in fusedown being within the center diamond, because now nobody realizes there's plenty of safe space within the diamond lol
I just want to say, your guides immensely help out PF on primal. PF strats go from all over the place to consistent with a day or two after you release your guides. The pastebins and other strats are just so hard to follow and inconsistent.
This is my first time ever doing a Savage tier and I was able to complete M3S week 1 because of you. You are amazing.
great guide as always :D
why did R2H2 and R1H1 swap position for the fuse?
for fusedown? it doesn't really matter, as you can even fit all the ranged on the same side, there's so much space. alt rinon strats has everyone on the same side so that it's easy for no one to get lost
For chain death match, if you want to reduce the mental load of calculating the final safe spot:
Instead of only going into the safe spot for the dangerous lariat, also move IN to the lariat you need to be hit by. (So for video example, go to 3)
(You basically have to learn how to do with for Chain Deathmatch 2 anyways so might as well get used to it)
Now you're already in the safe side for one of the lariats. Which means all you need to do is move into the opposite of the dangerous one. (4)
For me personally, this was a lot less mentally taxing than identifying the "true" safe spot and then reversing it.
It reduced the mental load for me so much that I went from ~73% consistency to 100%.
Love the guides, thank you Hector. I realize that of course you're busy and Savage is the priority, but any chance of P4/8/12 Unsync guides in the future? Thanks!
Is there a specific reason for changing the group positions on Final Fusedown? For healer and ranges, going from east-west to north-south?
There is no reason given, and I do agree with that the Healers and Range should just stay on their sides for Fusedown due to just performing a lariat where we either clock-spread or INTERcard stacks. I would also recommend the dps caster take the NE spot as if they are a BLM or PCT they can place their lay lines/stary field down and not have to hold 2 minute bursts moving to SW as they would have to if set to Group 1 or 2 in Hector's guide. And the Phys range, who would have movement can run to the SW if the dps are short fuse, and NW if long. Healer would have the benefit from keeping the dps uptime and also not have to run across.
Cause hector said so is the answer I’m always given in parties 🤣
Hi, I'm just here to *crack* a good laugh at that octave up mechanic that everyone else pointed out.
Oh, the guide is good too, I suppose. Cheers.
Why does H1/R1 and H2/R2 switch positions during Final Fusedown? I mean, for the entire fight they are H1/R1 Position "D" and H2/R2 Position "B" but during Final Fusedown you have them switch to opposite ends of their original positions.
Dude, ran into this problem too. R1 can either lazily stay at one or hop to 2 While R2 has hop to 3 or schlep all the way to 4... being split N and S. instead, splitting West and East, the Group 1 and 2 H/R just stay on their original damn group side...
now got these potatoes quoting this like the bible and never down to try R2 -- gee i wonder why...
yeah it's pretty much illogical, a break of flow and massively inefficient movement as you have to move 4 players to new unneeded positions while only r1 would have to move if the flow was east/west like the rest of the fight instead of north/south
Been arguing with people about this since this guide came out 🤦🏾♂️, the ones that disagree I just accept they are potatoes
Thanks for making a such easy understanding guide
Hey, I'm not sure if I can suggest things, but for his dive attack, the range doesn't have to swap sides they can sit put and for final fusedown, both range short fuses should go to to the safe spot on their side instead of having h2 and range 2 moving for the east side to the west side
Thank u Héctor for everything you do for the ffxiv community we love ! PS we need more kitty videos !
A good way to identify the second safespot in Chain Deathmatch, is to simply follow your chained clone trajectory
Pet the cat on ending
for 2:34 you say g1 gets knocked left but it shows M1 and mt gets knocked back right was this just any oversight just making sure cus that could confuse some
Left/ right is from the player’s perspective. If they are looking at the boss, from their perspective, left is east.
If only the announcer yelled at enrage 'Good gods almighty! He killed them! As the gods as my witness, they are broken in half!'
Channeling your inner J.R. 🤣
What about the strange snapshot on long fuses, in final fusedown? arn't you concerned the tank/melee snapshot will clip the center group as they move?
Late to M3S. What is your reasoning for switching the sides for R2H2 and R1H1 for Final Fusedown???
I show a north/south priority, with group 1 North and group 2 South, but its entirely personal preference. West/east priority would also work.
For the Final Fusedown, is there a reason why H1/R1 are positioned North East instead of South West that I am missing or would it be more senseful to have it opposite for consistency in healer positioning?
I did North/South prio for corners, but Group 1 West/ Group 2 East would also work just fine.
Yeah it makes more sense for East west for consistency
During Fusefield, are those fuses on the ground that you need to put out exactly that formation all the time? like there no variation on the short and long fuse locations?
My group just got to R3 last night. We saw fuse field a couple times, 2 pugs. Ended up switching to paladin for this fight (honestly might do the same for R1 reclears) because lol gunbreaker and dark knight in these fights. Good for R2, but not 1 or 3.
Nice job on the guide, but honestly, final fusedown strat is a bit too convoluted.
The whole mechanic is role based, and since the safe side can be rotated, it's much easier to just do the whole thing looking at the boss and using a new north for the solo long fuse bomb.
R1 NE and R2 SW makes close to zero sense, when you can have fixed spots like Rinon or a myriad of pastebins anyway just by looking at the boss.
Not sure why, but i think that enrage is based on the fight of Jimmy Snuka vs Don Muraco, where he climbed the cage and belly flop right into him. Even his pose is kind of similar.
Hector my goat
ur so cool hector
6:51 Hector what happened? Did you drift your voice GCD?
This one is so complicated. How in the world do you figure all these out so fast to have the vid up the next day after launch??
Just in time :D i have finished m2s.
I like this strat using this in pf now
For Fusefield is it the same pattern each time or completely random?
Why sending H2/R2 south? All 4 people can comfortable be spread in the new north safe spot... Just extra running/looking back.
its about making it less complicated for players especially in pf
@@alexmaganda5827 I wonder how that statement came to be - A whole guide that uses clockspots and groupmechanics based on East / West and then one single mechanic that uses North / South instead while the more logical East/West (as you can basically nearly always stay on your positions for both groups) is totally ignored. How is that less complicated?
question, why does m1 and mt have to go right for KB towers instead of just staying left and m2/ot can go right instead?
its relative to facing the center of the map (left facing center), its easier to manage for most people rather than thinking about TN
I wish the boss enrage was an elbow drop.
Can't believe enrage is Ultima Tope Patada.
Any word on m4s guide? I’ve found all your guides to be extremely helpful this tier
Why do you have H1/H2 spots swapped for fusedown compared to other mechs? Is there a particular reason for this?
losing my mind in PF because EVERY GROUP does final fusedown different. Thanks for your easy and straight to the point guide :)
For this fight if OT is at B and supports go ccw that'd make the postions much eaiser, so healers& melees do not need to swap for uptime...
can someone please explain to me this: Final Fusedown suports get short fuse first why H1 from marked D need to run to marker 2 and h2 from B need to go to 4 .... its like a lot of extra running 07:04
Thank you for your quality guides, Hector!
This final fusedown method is great for caster uptime, but PF will struggle with it a lot more than making a safe area "relative north" and using that to split left/right.
For healers and ranged it's actually less thinking.
You are either short fuse, so go to your fixed spot, then mid.
Or you are long fuse, so go mid, then your other fixed spot.
You basically never even need to look at the bomb pattern.
I think bomb pattern relative would only be easiest if the bomb pattern could be rotated to any of the 4 corners, instead of only the 180° flip.
@@HectorHectorson I can see it work. Guess next week of will be 50% 3 bomb relative and 50% waymark relative
@@HectorHectorson disagree partially. While yes, you don't have to look for the pattern, the strat itself is actually quite inefficient for h1/h2/r1/r2 when looking at movement. You list a neutral safespot on C after Lariat - that causes long movement for R1/R2 and a semi long movement (slideable) for healers. With Short R1/H1 being NE and R2/H2 being SW you create additional long paths. If people opt to not move the the neutral spot first, it's practically having H1/H2/R2 take the long diagonal to their savespot and R1 taking only a long walk to the side. If the mechanic were to be played E/W (like the rest of your guide) then H2/R2 would be on NE and H1/R1 would be on SW - that'd be a win for movement flow which can even be further reduced if the neutral for H1/R1 is taken to D instead and the neutral for H2/R2 is taken to B instead. Melee postions for neutral shouldn't matter as regardless of the neutral spot, they should be in healrange
@@Dekaar I agree that E/W is the better priority, as it's less positions to remember for healers/ranged. Movement really isn't a factor when there's 27 seconds between when the lariat resolves and when the bombs spawn.
Looking forward to your m4s vids
if you start fusefield snake prios from east instead of north, melee would be almost guaranteed a spot they can do a positional from with only a rare chance of being forced NW.
You don't have to be on your fuse the whole time anyway. So long as you pop it in the right order, you can slide back around to it just to pop and go back afterwards.
Thank you for doing the simple MT-OT-H1-H2 prio for fusefield...pastebin "snake prio" has been so terrible to see people struggle to understand
From what im seeing on the main stuff, its the same as Yukizuri's guide, so should acknowledge them. Im glad as well tho that its the same because it means pf wont differ their strats
sadly some stuffs are differents , for exemple as h2 on yuki I'm always on C or 3 , here , I go yellow then I got purple then I go blue , I truely hate these positions here for h2 it make no cense to me
@@Denzel8875
I dont see where H2 ever HAS to be on purple
(If you mean first Final Fusedown, thats because of melee uptime, markers have nothing to do with that)
Also on Yuki strat H2 swaps between yellow and blue all the time aswell
They show H2 on blue at the start of the guide, but you can see the OT standing on "their" spot, and H2 is doing all clockspot mechanics on yellow, while moving to blue for fuses
Neither of the healers can forever stay on their color throughout the fight
2:20 When I’m H1 and it is going W, where i have to go? 2 or 3
Group 1 left (facing the boss), so 3 if using KBI, 4 if riding the knockback.
The one thing I don't like about this guide is chains 1 and 2 can be done exactly the same way by just going to a corner each time with a slight adjustment to be hit by poison (sometimes). You could solve both with the same movement and practice chains 2 without even seeing it.
Face Reveal when?
16:38
Danke!
You should really mention on final fuse that it is TRUE NORTH. Some people are confused on it that it’s relative to the long bomb with short fuse.
LETS GOOOO
hello thank you for this guide, hope you're okay with feedbacks
i'm sure you have reasons but it would be best to just cover just 1 strat for a mechanic instead of actually showing optional in the guide video. the pf rn is having to say "hector strat, no kb immune" which sounds kinda stupid
I just have to say I think the guide is good except for the "static spots" for Final Fusedown. Static spots there just don't make sense, why make people not only find the bombs but also pay attention to true north? It's so much easier to have G1 go "left" and G2 go right relative to the 3 bombs "south". Then you don't even have to turn your camera. I feel like this has caused a lot of confusion in PF.
6:52 octoP↗UL
6:52 lol
CAT
You’re the best