As I mentioned in my previous video, these guides won't always come out after my clear. For this fight, I've progged the entire fight up to just before enrage, and have done every mechanic cleanly at least once, but some DC issues have meant we haven't killed yet. Good luck getting your clear! Update: And it's dead! Can't say I'm looking forward to the reclear on this one (even if the flying tankbuster tower is still super fun!) Edit: Just to reply to a few commenters asking about dividing wings 1. My guide shows tethers N, groups E/W, because it allows for full uptime if positioned well and leads to minimal movement to break the webs. If using the waymarks I show, you will never have tethers cleave each other. That said, tethers S or tethers E/W can also both work perfectly fine, so just do whatever your group prefers.
Hector, there might be a problem with webwall-making composition. In all of our static pulls we never had 2 web dps in single set. It was always H H D in first set and T T D in second. I really not sure what is going on with this fight random.
I cannot stress just how important it is for me to have clear and concise guides like these. You are absolutely doing Hydaelyn's work by providing these guides. I know it's been said a million times but I'm going to have to say it one more time - the in-game visual aids with the chart is just so good and helps SO much. Keep up the amazing work ♥
This is my first tier doing savage raids and MY GOODNESS!!! This has been the most fun I’ve had playing this game so far! I joined a static and just hearing everyone celebrate as we cleared P9S filled me with way more emotions than I expected it to. Super looking forward to clearing P10S!
Always nice to see more and more players having fun with raiding. Imagine how it feels to clear your first ultimate :D There is a lot of time until 7.0 so maybe you can convince your static for it :P
Thank you so much for the time and effort you put into these guides. I know it can be a thankless job but it helps me (and my static) so, so much. You really excel at combining accurate visuals with clear explanations. Know that you're appreciated!!
I love that strat makers always have to put a disclaimer before the video now because FF players are so bad at adapting to new, better strats, and blame the strat makers instead of their own inability to change.
PF and the P1S tank takes a damage down "strat". Literally had R1s saying DD is the strat and they dont want to learn how to adjust so i would make them adjust or wipe sure i got blacklisted a tad but ultimately im better than them at the game
Hector I just want to say, you are a wonderful teacher and I really really appreciate that you take the time to make and release these guides. I started raiding with your guides and I will continue to raid with your guides for as long as I'm able.
I just wanna say how much I enjoy your guides, my static has been using them for every tier and trial since pandaemonium dropped and we’ve never had trouble clearing using them. They’re very clear, concise, and the visuals are so helpful for people like me with auditory processing issues. Thanks Hector!!
thats a nice info, we can adjust as soon as the debuff timer hits zero .. (used to always wait for the animation, just to be sure not to kill anyone.., but going by the animation can be risky, especially after 4 man stacks and trying to run south to the R2 spot for the spread.., but now just looking at timer hit zero, to move out, makes it so much safer)
From everything that I saw, the final tethers before Harrowing Hell (non-enrage) are *always* on Melee + Ranged, making the lineup 100% consistent every time so people can pre position if they're supports.
I really like your style of guides, just a nice visual representation of mechanics and how they can be resolved. They really help me who only PFs things. As a tank player I can already tell this is gonna be a fun fight to figure out personal CDs
For Pandaemonium Pillars there's always a donut AOE (halo "add") on a side in the safe zone. I find this an easy way to guarantee a safe spot. After you take your respective tower, preposition mid to dodge either in/out based on circle/holy. Then find a halo "add" that's on the side and get underneath it to complete the mechanic. It's also worth being a little further to the right/left of the center of the add, based on whichever side you're on (left side?, stand more left | right side, stand more right). This is to ensure you'll always dodge the center add if it's a donut. I also want to reinforce how much of a help your guides are to PF. Once your guide dropped yesterday and players had time to watch this video, runs started to become a lot cleaner. I think it's more important that players are all on the same page for mechanics (especially early on), rather than racing to find the M.E.T.A. strat.
Its possible to aim the turrets straight but still have the tanks knocked diagonally, the knockback is always from the centre of the turret, whichever way the beam is pointing
What I don’t understand with this trick is; let’s say it’s the “cursed pattern” with both healer turrets in NW so tanks have to get knocked SE… I understand the tank taking the right turret could position off center to get knocked SE, but if the tank taking the left turret tries to stand more east to get knocked in that direction, won’t he end up eating the beam from both turrets ?
@@debrucey when I visualize it in my head it would seem like either the left tank eats 2 beams or leaves his partner to take a beam solo… but I don’t play tank so idk. I think this is like a neat trick to know in case things go south, but ideal is still to just aim the turret properly
Assuming your baiters shooting them straight north/south correctly + the beam size is about half of the square, so you should have at least half of the square (that's plenty) to position yourself as a tank to get knockbacked diagonally.
I joined Savage raiding with Abyssos as a tank player, and carried into Anabaseios. Have only cleared 5, 6, and 9. Tonight, I may be playing P10S as a healer, depending on if my group subs out one of the players like we were saying might happen. Wish me luck!
tip for the "golden halo" safe spots..; they are always far left or far right on the 1st row of either inner "Circle" safe area or 1st row of the outer "Holly" safe area.. (never center, nor on the 2nd row of either safe spots) ... so asap when the tower is taken, run centre, check if inner "Circle" or outer "Holly", than focus on the 1st / back row far left or far right ... use sprint till sure.., can take a few (or a lot of tries).. later its very doable without sprint (but sprint is usually best used on that mech..)
if you struggle with harrowing hell, we used tank lb after the 3rd hit in week 1, invul is also great. you dont need a dps lb for the clear. so either use heal lb if too many are dead earlier or tank lb during HH ^^
Excellent video. I know you've been getting grief from the GCBTW but your videos always explain the mechanics well and give OPTIONS for resolving them. People tend to forget that many mechanics can be resolved in multiple ways and as far as which is best really comes down to preference. Thank you for your work and I hope to see your P11S guide soon.
For Pandaemoniac Pillars, going to either the left or right will always be a very safe option. If it's a donut, you can stand inside of it and if it's a circle you can stand between the boss aoe and the circle because the circle is very small. Going in between is risky because 2 donuts will mean that the in between will kill you and middle can be risky as well.
14:10 If you get 4 dps on one side for 2nd Wings, the person freeing the other 3 will mostlikely die to dot on his way back to middle and even if he doesnt the dot still ticks while the triple beam stack/spreads come, giving a high chance to die there too. I recommend to free only 1 person and let that person free the other 2. That way you will share the dot and will survive atleast till you reach middle platform and the healers.
Your Guid helped me a lot. I play Scholar on EU serve in pf and we used it comming nearly to second wings. Thanks for your hard work! I use your guids very often. My fav is how you explain do working with the debuffs and you gave tipps for every class to handle mechanics well. Can't wait for P11S and P12S. Thanks so, so, so much!❤❤❤Your helping so many players to get their kills hope you remember if someone tell dump things!!
Great guide, I think only minor thing to note is that Harrowing Hell is all physical raidwides. That means that GNB and DRK party mitigations are not useful for it at all, and that feints will get a lot of value out of it. I'd recommend setting up a feint order so you can catch all the Tumult style raidwides and then knockback
Another thing is its easier for the tanks to swap knockback towers than swapping sideplatforms for silkspit. Easier to remember that for every tank buster tower im in the opposite side than having to keep track of which time im left or rigth for silkspit.
@Visha they mean the group 2 tank takes the left tower instead of the right one like they would in most fights. This makes it so T2 is on the right side for the tower mech and on the east platform, and vice versa for T1.
Getting the markers to figure out where to do the stacks was a pain for us earlier this week for dividing wings 1 and 2, after 15mins we gave up went for east-west wings and stacked people north and south. This stops the need for extra markers needed. Also your suggestion of the ABC markers, I would personally move them up a bit to avoid people clipping accidently the silk line on the bottom and killing the entire party.
I'd like to be optimistic, but I don't think my guide will change this. Turrets and bonds 3 are a pretty hard skill check, no matter what strat you employ.
@@HectorHectorson yeah i used 5 hours yesterday trying to get the kill… so annoying when you have seen enrage and gottem every single mechanic possibility under your belt
@@chikuma3463 hope you get the kill soon. The worst part is it's not gonna get better next week, cause it's not usually a dps/heal/mitigation check that's failed. It's a skill check, because people mess up a mechanic and that won't be helped with better gear.
a note about dividing wings, pf groups ive been in have been dealing with the first one similarly to harrowing hell, pointing the cones out to east and west, putting support stack on a marker at the swaure in the middle one away from the north wall, and dps centered just south of the staves
Hey Hector! Suggested strat/mini guide, flip stacks and wings from what you have with wings 1. Stacks north, wings south. The current method has tanks and melees trying to squeeze in for uptime while wings cleave the entire hitbox and occasionally each other. With wings south and stacks north, Wings can still get melee uptime if they need it but also have a much wider safe angle to work with, as the stacks can be much further north from the stakes than they can be south with uptime.
+1 to the tip about turret KB being usable by tanks to aim themselves diagonally even when the healers are shooting it straight across the map I would also add that for PF + general compatability 2 platform strat seems to work better, since less movement is requried once you are on your platform. Also for Dividing Wings 2 I personally would prefer if the groups were created so that supports go to tethered DPS side and tethered support goes to DPSside. Reason for this is that the dots afterwards (from tether + from breaking webs) can be lethal to the tethered DPS and so if tethered dps goes with supports, they will be in range of at least 1 healer. Supports can take care of themselves when it comes to the dot, so they should be fine on the DPS side. This is something I havent seen any parties do and people are rarely open to change strats EDIT: progging this raid tier as a tank, so this is a tank's POV
@@ijusthatedmyoldhandle Yah man, I keep saying it. It's so tight and scary, and in PF people will always clip, while 2 platform causes 1-2 wipes in a lockout at worst. I'll actively look for groups with 2 platforms, the 1 platform in PF is way too meemy. Argument for it are bad too, less movement? for what? it's full uptime for melees anyway, yah you do have to make your 2 min moving there, but I prefer that instead of micro-adjusting at the end of 2 mins. Also for a class like blm which might really matter how they plan movement, you can put him on a fixed non platform adjusting position, and it's going to be easier for him to move after too. Also the "healing" part is bad argument, the mechanic is literally made so that you survive both hits with no issue, the raidwide after comes a lot later. It's just a really horrific strat.
@@Melanie27101979 This is the first tier I won't heal too. I would have loved tackling Harrowing Hell as a healer. But I'm just a raise mage this tier.
If you ever make a mini guide for other strats: highly suggest doing heavy mit for turrets and taking them solo, it removes a failure point as every turret can be aimed straight no matter the pattern and tanks only take the 4th, nothing else.
I dont know if this has been commented but you can take lasers at turrets with a vuln the only restrictions is they cant be the first players hit so you can have 4 stacks on all
I would recommend tank lb3ing the harrowing hell. use it after the first two hits have gone out. makes life so much easier and more likely everyone survives.
I understand this but as main shield heal I tell you people better learn to use theire mitigations well and don't take the funny things from the healers! It's our job to heal your asses and it's a mech to show what our power is!!! It's teamwork to survive it!
NE/NW Dividing Wing 1 baits are very easy to clip, especially if the stacks are too far north due to people trying to get melee uptime. With E/W bait the south stack can be centered at the edge of the boss’ hitbox and any melee can safely stand horizontally so both stacks and tether get to keep uptime, on top of making second tethers easier to remember and practically eliminating any risk of clipping. It feels way safer in PF at least.
It shouldnt be as long as the web stackers are on 3/4 marks depicted above. Savage has precise movements in general so if they cant do first mech correctly its going to be more difficult later
The main advantage of the one platform spread is that the line stack aoe mechanic should be executed on that platform, and not in the center platform. The reasoning is that it's much easier to cross the bridge before the burst window than during the burst window, to avoid poison bath accidents.
You also risk people the otherside not making it to the platform or the people that shouldn't be in the stack cleaving everyone else, your better off just doing it on the middle, which gives plenty of time for the party to then move to a single plat
Oh it's nice that the enrage actually uses a mechanic, not just a raidwide 9999999. I remember i was very dissapointed when for example e4s titan just does that instead of breaking all 4 of the platforms you fight him on
Pretty much just PF strats except 1 platform, which is deadly to PF players. 2 is still what I'd personally recommend as a healer to avoid scraping anyone off the floor in a fight where resources count. Also minor correction: Around 6:21 it's mentioned that the debuffs are "random," but this isn't wholly true. All 8 players will ALWAYS receive the spread debuff. What's random here is whether or not it's pairs or role stacks.
1 platform is waaaay easier to heal imo since everyone can just run over there and you have everyone together? You can just run to that 1 platform, don't have to worry about having everyone at 100%, line AoE happens on the platform, again you have a shitton of time to top everyone up and then you just spread or stack
@@Toad-yv8ko what he means is more so thr likelihood of someone clipping in one platform and then having to get their butts back up in the fight. It's easier to heal but it's also easier for someone to f it up because it's a tight timing and spacing game you're playing. Regardless, I still prefer one platform. My last three parties in pf have not died to this mech doing one platform so its totally doable consistently. I feel clipping in one platform is as likely as someone going to the wrong platform or taking to long on 2 platforms
@@kroganlauncher oh yeah i guess that makes sense. Yeah, the first couple times you do it people tend to panic a bit but it's super consistent after those first 2 or 3 times you get there. Yeah agree, just the fact that you take 1 part of the decision making out of the equation (4 people have to go left or right depending on what debuff they get on 2 platform strat) is such a big thing. Especially if you aren't on discord for people to call out what debuffs it is. Debuffs go out like 3-5 GCDs before raidbuffs as well so some people really struggle with identifying which debuff it is until the very end because they're "busy"
@@Toad-yv8ko There's a ton of time between the split platforms and Ultima, though, and there's only one occurrence of this. If people stay out too long and die, that's their own fault, not mine. People are forced to spread for Silkspit and Dividing Wings 2 anyway, and DW2 is easily solvable by heavy pre-shield and shifting Eos over to the DPS platform, then once freed booking it to mid to get everyone healed for the raidwide. I'd honestly rather move mid and heal (only need to be 75% anyway) than squish together for spreads on one platform in a system where you cannot rely on people to reliably resolve mechanics. 1 platform is not PF friendly.
Tethers front and stacking back can be extremly bad for melee uptime. if you just beam the back everyone is always in melee range even if you break the web
It is advisable to use sprint for role stacks, in or out, as you have just 3 seconds to get where you need to be. And you forgot to mention, players breaking webs get pretty strong DoT on them for each web broken, so you dont really want break more than 3 and healers should be prepared as it hurts alot.
@@corrobo You get 3 stacks of debuff for 10sec or so, i thought its from breaking web, not from tether. One way or another, it should be mentioned as its pretty deadly for dps(specially ranged).
@@corrobo I checked that debuffs today. It says, strong DoT and slowered movement(4 is death). Check desc. Plus Tethers cleave gives Bleed, so you get two DoTs on you.
@@corrobo "Heavy Soul Snare Caught in web, reducing movement speed and causing damage over time. A stack of 4 will result in severe poisoning." Thats in game description. You get Bleed from the cleave and this at same time, even thought its DoT seems to be minor compared to the Bleed. Together can be deadly, if healers do not react fast enough.
For sure, on the Dividing Wings1, if you have the W tether aimed W and the E tether aimed E, the specialist stack N and the dps stack S, then the tether players go clear their role’s webs after they hit. It is infinitely easier.
Perhaps this is just changing trends, but in the current Aether PF raiding scene, for Wicked Step (stompy-stomp tankbuster), MT always takes east tower (to fly west) while OT takes west tower (to fly east) unless discussed/agreed upon beforehand because it makes the rest of the positions a lot less confusing.
You can put the abc markers where the second round of people need to go and use them for both rounds for wings 3. I found that it makes it more consistent for pf.
Waiting for all the crybabies who hate on Hector because the week one strats aren't optimal enough for them since they need their hands held through every mechanic. Good work as always Hector :)
PF is now insistent on having MT take the left tower to jump to the right platform and then run across the entire arena to spread on the left platform. It makes a lot more sense to have them spread right because they're already there. Jump to right platform, take right tower, use right safe spot from minions, spread to right platform. IDK why you would do this any other way.
@@MightyOwl_01 That's what I'm saying. Have tanks stay on the same side for all mechanics. I just put MT on left for everything and OT on right for everything. It just makes sense.
@@mosley3485 yeah, it's interesting to see what PF is actually like since this is my first savage tier, majority of the time they don't use common sense and better strats, they just go with the first thing popular youtube man said
No. The best strat for wing 1 is taking both stacks north. And having the cleaves pointed out south. I clear in PF and done and can do all the starts. It doesn't really matter, but N/S is probably the worst of all of them for wings 1. It gives you bad habits for later webs.
@@unitedstatessc What kind of bad habit? South group is the same spot where you need to put the stack from before HH, literally helps you learn the placement as an unmarked player, you still are gonna do the same triangle as for every other web, and you will actually do the tether in the same way in every other mechanic What kind of bad habits can you even get from that?
idk why you ahve the wing tethers go so far out, they can stand next to the wing pole and point north and be perfectly safe, because of how cones work, the farther out you go the worse it is. Alternatively point wing tethers south, and give everyone uptime.
TURRETS KNOCKBACK DIRECTION IS FROM THE CENTER OF THE TURRET, ALWAYS. LASER AIM HAS NO RELEVANCE TO THAT. You don't need to pop sprint earlier, and healers don't need to aim diagonally. Just (as a T) stand correctly.
If you built the wall correctly, you'll see "The webs are impassable!" on screen and in your log Also, if the tanks are struggling with the knockback, set [3] and [4] markers so that the corner is perfect for launching from
Hello Hector... First of all I would like to tell you that I think your guides are really great. They have helped me a lot. Only one thing from your P10 guide is driving me really crazy. Namely I don't understand, at spread and partner after turrets, why M1 doesn't run on its spread position. You said at the beginning that all the DDs are on the right side and M1 M2 R1 R2 starts from the top point. Only after turrets the position of M1 is strangely different. M1 stand at tower position, but not at his spread position. Now im confused.
Hi there, For the 1st and 3rd time you get the debuffs, using the same one-tile spots (TH left, DPS right) work great. However, I find them unnecessary and unhelpful for the debuffs after turrets.For the final turret, tanks will take it by themselves in a lane, while melees will be hiding in a separate lane. Thus, just doing the mechanic will naturally lead to tanks and melees being spread. Having tanks and melees swap to ensure you have TH left, DPS right is unnecessary and more likely to lead to deaths. For this set of debuffs, spreads should naturally sort themselves out from dealing with the turrets correctly. For pairs, just having g1 left, g2 right, works fine. Hope this helps!
@@HectorHectorson Hello Hector...yes, that makes sense and now I get it. Thank you for answering my question so quickly. I've been very happy about it. You helped me a lot :) Greetings Andreas
@@andreasmustermann5215 its just a little step for the tank 2 to be on his plat1 position, you guys recomending to do this weird positioning showed on the video ruined so many PF's.
Don't EVER turn the turrets, that only causes more wipes in pf. Tanks can get pushed diagonally by just moving diagonally from the center of the tower even if the laser is pointing straight
P9s levinstrike requires coordination but they work as intended. Turrets in P10s however dont work properly. The way that the turret should work is it will follow the nearest player but there have been so many cases where if you dont aim directly to the turrets, one of the tank will get both turrets and it doesnt matter if the other tank is sitting on top of one trying to change its direction for 2-3 secs, it will never change. Sometimes it does change direction though. And after watching the guide it seems like its not only me but it really is clunky. This is the only disappointing thing about this tier so far. If the game engine isnt ready for homing turret kinda mechanic, why add it to the fight? I know everything can be resolved through practice and strats but this one simply doesnt work as it should and reeks of laziness from the developer to me. Mechanics where "sometimes it can be resolved by doing A if youre lucky" arent mechanics... thats RNG. No complain about the rest as they work as they should.
Turrets were a nightmare to move, doesn't help I'm playing with lag due to being EU to NA. It's like they just stick to random players sometimes, even if you are the closest.
The turrets lock on to the closest target like 1s before they fire. Even if that target is at the point of firing not the closest target anymore. Additionally there is a delay on the turret adjusting the aim too, which makes it feel super annoying. I understand they wanted to avoid tampering due to accidental late moving in, but the result is that clunkyness.
Idk why people are complaining about 1 platform strat. It's way easier, less movement and I've barely had problems with people clipping each other in pf. With 2 platforms there's always someone who goes to the wrong platform and also if it's role split, all the dps end up dead without fail.
@Ioshipon so then it would work? I'm just curious what would happen to the boss. Would he loop his soft enrage, or does the fight reset after the kb regardless?
I always wonder what happens in the event you survive enrage for any boss. Like I know it's impossible, but say if you had god mode and did, what would the boss even do, is anything even scripted for after it
Do you make the images of the arena yourself/have someone make them for you, or do you find them somewhere? I've been trying to find images like this of the arena so I can drop/drop markers on top of them and just can't find any
Any player should only break 2 webs max because with 3 stacks you get a semi annoying bleed that Healers will have to deal with. So for the party stacks the non stacking person should only break 2 webs, and the freed up player break the remaining one.
this isnt how that works, I thought it was too but I was corrected. the bleed comes from the wings. The stacking debuff is just something you can't get more than 4 of, it's different from the bleed
I've been saying this too, that gives no real advantage, and it's from my experience more inconsistent, and by "more" I mean it's not even close to the normal one (yah even here someone forgets rarely).
I've been running 1 plat in pf for the past few days and I prefer it over 2. Creates consistent positions and you don't have the "oh no, I went to the wrong side" panic. The only times it's went wrong is when someone forgot to get in the role stack, which can happen regardless of the strat.
A note to those of you doing this fight in PF: People will screw up the spread/stack after bonds 3 on repeat. Bring a lot of patience as it will take a while to clear if you don't get lucky with a good group. Good luck.
For sure, wont always get the spot you want in PF so some people take a bit to adjust Though thankfully the dps check is barely a thing for this fight so you can just heal lb bonds 3
thank you for accentuating the single side bonds while only mentioning that the PF does both sides, also not doing the honestly terrible yukizuri(?) wings. All in all solid guide as always, nice to see this rather than a mess of raidplans/toolboxes as always :)
@@imtired927 the only reason to do the side wings is during the pre-harrowing mech, where you literally die if you try to do it the same way, but on another hand it also makes perfect sense because there's only one group of three people getting webbed. Otherwise you get your tether, you go ot the deliberately placed marker (1/2 in this guide's case), it resolves, no one gets clipped, you go to your side to unweb the players, the solution is intuitive and symmetrical, everyone's happy. Yuki's way instead makes th go north for no apparent reason and introduces the additional "unweb in cw order" logic too, why, who needs that? the mechanic is incredibly straightforward, just spread those wings nw/ne, don't introduce additional dogshit logic. Like you can argue with me all you want, it's simple computational logic that gets introduced for literally no reason, it's an actual fact that yuki's solution requires more out of some of the players resolving it, no matter how much more, it's objectively more, making the solution worse.
As I mentioned in my previous video, these guides won't always come out after my clear. For this fight, I've progged the entire fight up to just before enrage, and have done every mechanic cleanly at least once, but some DC issues have meant we haven't killed yet.
Good luck getting your clear!
Update: And it's dead! Can't say I'm looking forward to the reclear on this one (even if the flying tankbuster tower is still super fun!)
Edit: Just to reply to a few commenters asking about dividing wings 1. My guide shows tethers N, groups E/W, because it allows for full uptime if positioned well and leads to minimal movement to break the webs. If using the waymarks I show, you will never have tethers cleave each other.
That said, tethers S or tethers E/W can also both work perfectly fine, so just do whatever your group prefers.
Thank you for making this guide and it really sucks that you feel the need to justify making these videos :(
no need to justify! everyone love ur videos so keep it up!
Hector, there might be a problem with webwall-making composition.
In all of our static pulls we never had 2 web dps in single set.
It was always H H D in first set and
T T D in second.
I really not sure what is going on with this fight random.
if 14:27 is south cleaves. why not also the very first cleave too?
Hay Hector! thanks for the awesome guides! will you get a guide out for the 11th circle?
I cannot stress just how important it is for me to have clear and concise guides like these. You are absolutely doing Hydaelyn's work by providing these guides. I know it's been said a million times but I'm going to have to say it one more time - the in-game visual aids with the chart is just so good and helps SO much. Keep up the amazing work ♥
This is my first tier doing savage raids and MY GOODNESS!!! This has been the most fun I’ve had playing this game so far! I joined a static and just hearing everyone celebrate as we cleared P9S filled me with way more emotions than I expected it to. Super looking forward to clearing P10S!
Glad you're having fun! Good luck in the tier :)
Love that! Keep going gogogoggo
Grats on your first raid tier, always a memorable time!
Always nice to see more and more players having fun with raiding. Imagine how it feels to clear your first ultimate :D There is a lot of time until 7.0 so maybe you can convince your static for it :P
how did you like it? did you clear? :D i found it to be an absolute fight 10/10 for me personally loved it
Thank you so much for the time and effort you put into these guides. I know it can be a thankless job but it helps me (and my static) so, so much. You really excel at combining accurate visuals with clear explanations. Know that you're appreciated!!
I love that strat makers always have to put a disclaimer before the video now because FF players are so bad at adapting to new, better strats, and blame the strat makers instead of their own inability to change.
It's so annoying when PF claims a strat is braindead and refuses to learn later, actually braindead strats
@@tatersalad76 *cough Ilya light rampant and Happy brambles*
why would you say something so controversial yet so right
PF and the P1S tank takes a damage down "strat". Literally had R1s saying DD is the strat and they dont want to learn how to adjust so i would make them adjust or wipe sure i got blacklisted a tad but ultimately im better than them at the game
As a former WoW player/Raid lead I would like to point out this is an MMO Issue.. but you right.
Hector I just want to say, you are a wonderful teacher and I really really appreciate that you take the time to make and release these guides. I started raiding with your guides and I will continue to raid with your guides for as long as I'm able.
I just wanna say how much I enjoy your guides, my static has been using them for every tier and trial since pandaemonium dropped and we’ve never had trouble clearing using them. They’re very clear, concise, and the visuals are so helpful for people like me with auditory processing issues. Thanks Hector!!
Appreciate the added game footage to show how things look. Helps to see it like that too.
thats a nice info, we can adjust as soon as the debuff timer hits zero
..
(used to always wait for the animation, just to be sure not to kill anyone.., but going by the animation can be risky, especially after 4 man stacks and trying to run south to the R2 spot for the spread.., but now just looking at timer hit zero, to move out, makes it so much safer)
From everything that I saw, the final tethers before Harrowing Hell (non-enrage) are *always* on Melee + Ranged, making the lineup 100% consistent every time so people can pre position if they're supports.
I really like your style of guides, just a nice visual representation of mechanics and how they can be resolved. They really help me who only PFs things. As a tank player I can already tell this is gonna be a fun fight to figure out personal CDs
For Pandaemonium Pillars there's always a donut AOE (halo "add") on a side in the safe zone. I find this an easy way to guarantee a safe spot. After you take your respective tower, preposition mid to dodge either in/out based on circle/holy. Then find a halo "add" that's on the side and get underneath it to complete the mechanic.
It's also worth being a little further to the right/left of the center of the add, based on whichever side you're on (left side?, stand more left | right side, stand more right). This is to ensure you'll always dodge the center add if it's a donut.
I also want to reinforce how much of a help your guides are to PF. Once your guide dropped yesterday and players had time to watch this video, runs started to become a lot cleaner. I think it's more important that players are all on the same page for mechanics (especially early on), rather than racing to find the M.E.T.A. strat.
Its possible to aim the turrets straight but still have the tanks knocked diagonally, the knockback is always from the centre of the turret, whichever way the beam is pointing
This is excellent advice!
What I don’t understand with this trick is; let’s say it’s the “cursed pattern” with both healer turrets in NW so tanks have to get knocked SE… I understand the tank taking the right turret could position off center to get knocked SE, but if the tank taking the left turret tries to stand more east to get knocked in that direction, won’t he end up eating the beam from both turrets ?
@@lorke16 with snapshotting that seems not to happen, but I could be wrong
@@debrucey when I visualize it in my head it would seem like either the left tank eats 2 beams or leaves his partner to take a beam solo… but I don’t play tank so idk.
I think this is like a neat trick to know in case things go south, but ideal is still to just aim the turret properly
Assuming your baiters shooting them straight north/south correctly + the beam size is about half of the square, so you should have at least half of the square (that's plenty) to position yourself as a tank to get knockbacked diagonally.
I joined Savage raiding with Abyssos as a tank player, and carried into Anabaseios. Have only cleared 5, 6, and 9.
Tonight, I may be playing P10S as a healer, depending on if my group subs out one of the players like we were saying might happen. Wish me luck!
I feel more confident when I watch Hector's guide, thank you !
tip for the "golden halo" safe spots..; they are always far left or far right on the 1st row of either inner "Circle" safe area or 1st row of the outer "Holly" safe area..
(never center, nor on the 2nd row of either safe spots)
...
so asap when the tower is taken, run centre, check if inner "Circle" or outer "Holly", than focus on the 1st / back row far left or far right
...
use sprint till sure.., can take a few (or a lot of tries).. later its very doable without sprint (but sprint is usually best used on that mech..)
Your guides are amazing, praying your p11s guide drops soon
One small suggestion I'd like to make is to timestamp the timeline for each mechanic. It'd save supports in-fighting over resource management.
if you struggle with harrowing hell, we used tank lb after the 3rd hit in week 1, invul is also great. you dont need a dps lb for the clear. so either use heal lb if too many are dead earlier or tank lb during HH ^^
Excellent video. I know you've been getting grief from the GCBTW but your videos always explain the mechanics well and give OPTIONS for resolving them. People tend to forget that many mechanics can be resolved in multiple ways and as far as which is best really comes down to preference. Thank you for your work and I hope to see your P11S guide soon.
For Pandaemoniac Pillars, going to either the left or right will always be a very safe option. If it's a donut, you can stand inside of it and if it's a circle you can stand between the boss aoe and the circle because the circle is very small. Going in between is risky because 2 donuts will mean that the in between will kill you and middle can be risky as well.
After reading your comment I started doing it and it has worked out very nicely for me
14:10 If you get 4 dps on one side for 2nd Wings, the person freeing the other 3 will mostlikely die to dot on his way back to middle and even if he doesnt the dot still ticks while the triple beam stack/spreads come, giving a high chance to die there too. I recommend to free only 1 person and let that person free the other 2. That way you will share the dot and will survive atleast till you reach middle platform and the healers.
Your Guid helped me a lot. I play Scholar on EU serve in pf and we used it comming nearly to second wings. Thanks for your hard work! I use your guids very often.
My fav is how you explain do working with the debuffs and you gave tipps for every class to handle mechanics well.
Can't wait for P11S and P12S.
Thanks so, so, so much!❤❤❤Your helping so many players to get their kills hope you remember if someone tell dump things!!
what great timing, i was literally asking my friend if hector had a strat up for this yet LOL
Thank you, Hector! My groups aren't quite here yet but this will be incredibly helpful once we do arrive in Hell ;p.
Great guide, I think only minor thing to note is that Harrowing Hell is all physical raidwides. That means that GNB and DRK party mitigations are not useful for it at all, and that feints will get a lot of value out of it. I'd recommend setting up a feint order so you can catch all the Tumult style raidwides and then knockback
You just need one Faint because HH is a casted action.
@@noel7769 on logs they show as multiple separate "casts" so I'm quite sure you have to keep it up
A fight that loves PLD and WAR in other words, also worth setting up a Reprisal order for tanks as well I'd say
i love the sas wile hector is saying the name of the boss, just glories
Another thing is its easier for the tanks to swap knockback towers than swapping sideplatforms for silkspit. Easier to remember that for every tank buster tower im in the opposite side than having to keep track of which time im left or rigth for silkspit.
You dont swap towers though..? Just go to the same tower each time there's no vuln or anything
@Visha they mean the group 2 tank takes the left tower instead of the right one like they would in most fights. This makes it so T2 is on the right side for the tower mech and on the east platform, and vice versa for T1.
Getting the markers to figure out where to do the stacks was a pain for us earlier this week for dividing wings 1 and 2, after 15mins we gave up went for east-west wings and stacked people north and south. This stops the need for extra markers needed.
Also your suggestion of the ABC markers, I would personally move them up a bit to avoid people clipping accidently the silk line on the bottom and killing the entire party.
Good shout with the ABC markers! I'll give this a try next raid!
Agreed on E/W wings. Very consistent for PF and still full uptime
Don't forget to add role stacks at the end of Harrowing Hell, that's a thing in and of itself.
This fight is a nightmare in pf.
I'd like to be optimistic, but I don't think my guide will change this. Turrets and bonds 3 are a pretty hard skill check, no matter what strat you employ.
p9s was already a nightmare, im not looking forward to this (5 days hardstuck cause people couldnt do levinstrike.........)
@@HectorHectorson yeah i used 5 hours yesterday trying to get the kill… so annoying when you have seen enrage and gottem every single mechanic possibility under your belt
Just did 12 hours of A2C parties in PF. 12 HOURS of A2C and I still couldn’t get the kill. Trap party problem for P10S is extremely bad.
@@chikuma3463 hope you get the kill soon. The worst part is it's not gonna get better next week, cause it's not usually a dps/heal/mitigation check that's failed. It's a skill check, because people mess up a mechanic and that won't be helped with better gear.
a note about dividing wings, pf groups ive been in have been dealing with the first one similarly to harrowing hell, pointing the cones out to east and west, putting support stack on a marker at the swaure in the middle one away from the north wall, and dps centered just south of the staves
awful, don't do it.
amazing, do it
Equally as viable, do it if you please.
@@Dwesk Literally the same. and also more consistent. PF NEEDS consistency or things are going to get much more painful, trust me.
@@AstrumKitten091 agreed here, makes it way less likely to accidently clip the stacks
On JP I’ve seen them often do 1-6-1 which is spread positions with 6 in mid.
Hector thank you for the full disclosure on mechanics about it not being correct and only way but to avoid confusing the PF warrior in PF community!
Hey Hector! Suggested strat/mini guide, flip stacks and wings from what you have with wings 1. Stacks north, wings south.
The current method has tanks and melees trying to squeeze in for uptime while wings cleave the entire hitbox and occasionally each other. With wings south and stacks north, Wings can still get melee uptime if they need it but also have a much wider safe angle to work with, as the stacks can be much further north from the stakes than they can be south with uptime.
+1 to the tip about turret KB being usable by tanks to aim themselves diagonally even when the healers are shooting it straight across the map
I would also add that for PF + general compatability 2 platform strat seems to work better, since less movement is requried once you are on your platform.
Also for Dividing Wings 2 I personally would prefer if the groups were created so that supports go to tethered DPS side and tethered support goes to DPSside. Reason for this is that the dots afterwards (from tether + from breaking webs) can be lethal to the tethered DPS and so if tethered dps goes with supports, they will be in range of at least 1 healer. Supports can take care of themselves when it comes to the dot, so they should be fine on the DPS side. This is something I havent seen any parties do and people are rarely open to change strats
EDIT: progging this raid tier as a tank, so this is a tank's POV
@@ijusthatedmyoldhandle Yah man, I keep saying it. It's so tight and scary, and in PF people will always clip, while 2 platform causes 1-2 wipes in a lockout at worst. I'll actively look for groups with 2 platforms, the 1 platform in PF is way too meemy.
Argument for it are bad too, less movement? for what? it's full uptime for melees anyway, yah you do have to make your 2 min moving there, but I prefer that instead of micro-adjusting at the end of 2 mins. Also for a class like blm which might really matter how they plan movement, you can put him on a fixed non platform adjusting position, and it's going to be easier for him to move after too. Also the "healing" part is bad argument, the mechanic is literally made so that you survive both hits with no issue, the raidwide after comes a lot later. It's just a really horrific strat.
Hector's animations are getting so good I'm starting to consider him as a third party tool
good thing that this is the first savage raid tier I am healing :')
I just love that this is the first one I don''t heal :D
@@Melanie27101979 i have also been a full time healer for two raid tiers and now i am enjoying myself as a braindead smn 😂
@@cassianpicaro I do exactly the same :D
@@Melanie27101979 This is the first tier I won't heal too. I would have loved tackling Harrowing Hell as a healer. But I'm just a raise mage this tier.
This looks extremely hard :( but thanks for making these videos for us. I always follow your guides because they are easier
One mechanic at a time, fren.
THANK YOU FOR PUTTING THE SWEET SPOT FOR THE TANK YEETS.
1:54-Fight starts
8:56-2221 Pattern
10:04-Inside followed by outter lazers
10:12-Cursed Lazer
Oh wow, it feels to bizzare to clear P10S before Hector's guide is out. I feel like I leveled up as a raider :D
If you ever make a mini guide for other strats: highly suggest doing heavy mit for turrets and taking them solo, it removes a failure point as every turret can be aimed straight no matter the pattern and tanks only take the 4th, nothing else.
I dont know if this has been commented but you can take lasers at turrets with a vuln the only restrictions is they cant be the first players hit so you can have 4 stacks on all
I would recommend tank lb3ing the harrowing hell. use it after the first two hits have gone out. makes life so much easier and more likely everyone survives.
I understand this but as main shield heal I tell you people better learn to use theire mitigations well and don't take the funny things from the healers! It's our job to heal your asses and it's a mech to show what our power is!!!
It's teamwork to survive it!
NE/NW Dividing Wing 1 baits are very easy to clip, especially if the stacks are too far north due to people trying to get melee uptime. With E/W bait the south stack can be centered at the edge of the boss’ hitbox and any melee can safely stand horizontally so both stacks and tether get to keep uptime, on top of making second tethers easier to remember and practically eliminating any risk of clipping. It feels way safer in PF at least.
It shouldnt be as long as the web stackers are on 3/4 marks depicted above. Savage has precise movements in general so if they cant do first mech correctly its going to be more difficult later
Agreed
The main advantage of the one platform spread is that the line stack aoe mechanic should be executed on that platform, and not in the center platform. The reasoning is that it's much easier to cross the bridge before the burst window than during the burst window, to avoid poison bath accidents.
You also risk people the otherside not making it to the platform or the people that shouldn't be in the stack cleaving everyone else, your better off just doing it on the middle, which gives plenty of time for the party to then move to a single plat
there's tons of time after the line stack to do it either way depending on what people are comfortable with
Oh it's nice that the enrage actually uses a mechanic, not just a raidwide 9999999.
I remember i was very dissapointed when for example e4s titan just does that instead of breaking all 4 of the platforms you fight him on
I love it when the enrage is an unsolvable mechanic! Miss the days of E5, E6 and E8.
@@HectorHectorson E6 was one of my favourite fights! I miss Ifruda a lot!
Pretty much just PF strats except 1 platform, which is deadly to PF players. 2 is still what I'd personally recommend as a healer to avoid scraping anyone off the floor in a fight where resources count.
Also minor correction: Around 6:21 it's mentioned that the debuffs are "random," but this isn't wholly true. All 8 players will ALWAYS receive the spread debuff. What's random here is whether or not it's pairs or role stacks.
1 platform is waaaay easier to heal imo since everyone can just run over there and you have everyone together?
You can just run to that 1 platform, don't have to worry about having everyone at 100%, line AoE happens on the platform, again you have a shitton of time to top everyone up and then you just spread or stack
@@Toad-yv8ko what he means is more so thr likelihood of someone clipping in one platform and then having to get their butts back up in the fight. It's easier to heal but it's also easier for someone to f it up because it's a tight timing and spacing game you're playing.
Regardless, I still prefer one platform. My last three parties in pf have not died to this mech doing one platform so its totally doable consistently. I feel clipping in one platform is as likely as someone going to the wrong platform or taking to long on 2 platforms
@@kroganlauncher oh yeah i guess that makes sense. Yeah, the first couple times you do it people tend to panic a bit but it's super consistent after those first 2 or 3 times you get there. Yeah agree, just the fact that you take 1 part of the decision making out of the equation (4 people have to go left or right depending on what debuff they get on 2 platform strat) is such a big thing. Especially if you aren't on discord for people to call out what debuffs it is. Debuffs go out like 3-5 GCDs before raidbuffs as well so some people really struggle with identifying which debuff it is until the very end because they're "busy"
@@Toad-yv8ko There's a ton of time between the split platforms and Ultima, though, and there's only one occurrence of this. If people stay out too long and die, that's their own fault, not mine. People are forced to spread for Silkspit and Dividing Wings 2 anyway, and DW2 is easily solvable by heavy pre-shield and shifting Eos over to the DPS platform, then once freed booking it to mid to get everyone healed for the raidwide.
I'd honestly rather move mid and heal (only need to be 75% anyway) than squish together for spreads on one platform in a system where you cannot rely on people to reliably resolve mechanics. 1 platform is not PF friendly.
If you can't do 1 platform you sure as hell can't do Omen #3 so it's better to learn early.
You are a godsend. Thank you, Hector! ❤
Tethers front and stacking back can be extremly bad for melee uptime. if you just beam the back everyone is always in melee range even if you break the web
It is advisable to use sprint for role stacks, in or out, as you have just 3 seconds to get where you need to be.
And you forgot to mention, players breaking webs get pretty strong DoT on them for each web broken, so you dont really want break more than 3 and healers should be prepared as it hurts alot.
The dot is applied from the tethered cone. Breaking the web applies a stacking debuff that does nothing until u break 4.
@@corrobo You get 3 stacks of debuff for 10sec or so, i thought its from breaking web, not from tether. One way or another, it should be mentioned as its pretty deadly for dps(specially ranged).
@@cyphi474 after going in again, the potent poison is applied only once a person breaks 4 webs. 3 is totally fine
@@corrobo I checked that debuffs today. It says, strong DoT and slowered movement(4 is death). Check desc.
Plus Tethers cleave gives Bleed, so you get two DoTs on you.
@@corrobo "Heavy Soul Snare
Caught in web, reducing movement speed and causing damage over time. A stack of 4 will result in severe poisoning."
Thats in game description. You get Bleed from the cleave and this at same time, even thought its DoT seems to be minor compared to the Bleed. Together can be deadly, if healers do not react fast enough.
Man i wish i had friends that i really jive with so i could play savage.
doing the lord's work hector. dont let all the salty and toxic comments ever discourage you.
Hey Hector thank you for the video ! Will you do a future guide video for TOP ?
Literally just cleared 9 perfect timing
Perfect timing, I just started this!
OCD moment here, but did anyone else notice that he swapped healers at 17:23. You'll never unsee it now >:)
For sure, on the Dividing Wings1, if you have the W tether aimed W and the E tether aimed E, the specialist stack N and the dps stack S, then the tether players go clear their role’s webs after they hit. It is infinitely easier.
Perhaps this is just changing trends, but in the current Aether PF raiding scene, for Wicked Step (stompy-stomp tankbuster), MT always takes east tower (to fly west) while OT takes west tower (to fly east) unless discussed/agreed upon beforehand because it makes the rest of the positions a lot less confusing.
You can put the abc markers where the second round of people need to go and use them for both rounds for wings 3. I found that it makes it more consistent for pf.
Waiting for all the crybabies who hate on Hector because the week one strats aren't optimal enough for them since they need their hands held through every mechanic. Good work as always Hector :)
@Game Design Andy Yikes. Don't be so sensitive, bruh. Get better at the game, lol.
@Game Design Andy Besides, you totally missed my point, lol
I love JP and I cleared it on my 9th try with this strat
Its prone to failure because people don't have brains for it. I mastered in 4 tries
@@user-ed5kj1kl2f Sounds like you are the crybaby here. If you don't like JP just put mario kart in the pf desrciption and move on.
Looks like Healer 1 and Healer 2 accidentally flip positions during the HH partners demonstration. :o
I just noticed this lmao. time to reupload!
This fight is taking wayyyy to long prog ugh I just want my BiS
This is so awesome 😎
Cursed pattern is very common XD I saw it like 80% of the time while learning
Cursed pattern is better pattern due to how much we've seen it
PF is now insistent on having MT take the left tower to jump to the right platform and then run across the entire arena to spread on the left platform. It makes a lot more sense to have them spread right because they're already there.
Jump to right platform, take right tower, use right safe spot from minions, spread to right platform. IDK why you would do this any other way.
or just have MT take the right tower?
@@MightyOwl_01 That's what I'm saying. Have tanks stay on the same side for all mechanics. I just put MT on left for everything and OT on right for everything. It just makes sense.
@@mosley3485 yeah, it's interesting to see what PF is actually like since this is my first savage tier, majority of the time they don't use common sense and better strats, they just go with the first thing popular youtube man said
Can you do a mini guide on the parted plumes, ngl this is like the hardest mech for me in this fight just cuz of head.
the Virgin “Tank LB Harrowing Hell” vs the Chad Vitality Pot
Dividing wings 1 stacks north/south is simply superior to the suggested strat.
No. The best strat for wing 1 is taking both stacks north. And having the cleaves pointed out south. I clear in PF and done and can do all the starts. It doesn't really matter, but N/S is probably the worst of all of them for wings 1. It gives you bad habits for later webs.
Both strats are absolutely equally as viable.
@@user-ed5kj1kl2f What? The south stack is easily in melee range of the boss
@@unitedstatessc What kind of bad habit? South group is the same spot where you need to put the stack from before HH, literally helps you learn the placement as an unmarked player, you still are gonna do the same triangle as for every other web, and you will actually do the tether in the same way in every other mechanic
What kind of bad habits can you even get from that?
@@luxadia7310 for the stack theres the D marker, tanks and melee cant get uptime in the south stack either
Both north is the "safest"
congratulations on clear
oh wait
idk why you ahve the wing tethers go so far out, they can stand next to the wing pole and point north and be perfectly safe, because of how cones work, the farther out you go the worse it is. Alternatively point wing tethers south, and give everyone uptime.
For Harrowing Hell, why is that H2/H1 are swapped?
TURRETS KNOCKBACK DIRECTION IS FROM THE CENTER OF THE TURRET, ALWAYS. LASER AIM HAS NO RELEVANCE TO THAT.
You don't need to pop sprint earlier, and healers don't need to aim diagonally. Just (as a T) stand correctly.
Waiting for p11s
If you built the wall correctly, you'll see "The webs are impassable!" on screen and in your log
Also, if the tanks are struggling with the knockback, set [3] and [4] markers so that the corner is perfect for launching from
Hello Hector... First of all I would like to tell you that I think your guides are really great. They have helped me a lot. Only one thing from your P10 guide is driving me really crazy. Namely I don't understand, at spread and partner after turrets, why M1 doesn't run on its spread position. You said at the beginning that all the DDs are on the right side and M1 M2 R1 R2 starts from the top point. Only after turrets the position of M1 is strangely different. M1 stand at tower position, but not at his spread position. Now im confused.
Hi there,
For the 1st and 3rd time you get the debuffs, using the same one-tile spots (TH left, DPS right) work great. However, I find them unnecessary and unhelpful for the debuffs after turrets.For the final turret, tanks will take it by themselves in a lane, while melees will be hiding in a separate lane. Thus, just doing the mechanic will naturally lead to tanks and melees being spread.
Having tanks and melees swap to ensure you have TH left, DPS right is unnecessary and more likely to lead to deaths. For this set of debuffs, spreads should naturally sort themselves out from dealing with the turrets correctly. For pairs, just having g1 left, g2 right, works fine.
Hope this helps!
@@HectorHectorson
Hello Hector...yes, that makes sense and now I get it. Thank you for answering my question so quickly. I've been very happy about it. You helped me a lot :) Greetings Andreas
@@andreasmustermann5215 its just a little step for the tank 2 to be on his plat1 position, you guys recomending to do this weird positioning showed on the video ruined so many PF's.
Don't EVER turn the turrets, that only causes more wipes in pf. Tanks can get pushed diagonally by just moving diagonally from the center of the tower even if the laser is pointing straight
Thanks based Hector
P9s levinstrike requires coordination but they work as intended. Turrets in P10s however dont work properly. The way that the turret should work is it will follow the nearest player but there have been so many cases where if you dont aim directly to the turrets, one of the tank will get both turrets and it doesnt matter if the other tank is sitting on top of one trying to change its direction for 2-3 secs, it will never change. Sometimes it does change direction though. And after watching the guide it seems like its not only me but it really is clunky.
This is the only disappointing thing about this tier so far. If the game engine isnt ready for homing turret kinda mechanic, why add it to the fight? I know everything can be resolved through practice and strats but this one simply doesnt work as it should and reeks of laziness from the developer to me. Mechanics where "sometimes it can be resolved by doing A if youre lucky" arent mechanics... thats RNG. No complain about the rest as they work as they should.
Those turrets are clunky as fuck yeah, was a nightmare figuring out how to consistently do the shit turret pattern
Turrets were a nightmare to move, doesn't help I'm playing with lag due to being EU to NA. It's like they just stick to random players sometimes, even if you are the closest.
The turrets lock on to the closest target like 1s before they fire. Even if that target is at the point of firing not the closest target anymore. Additionally there is a delay on the turret adjusting the aim too, which makes it feel super annoying.
I understand they wanted to avoid tampering due to accidental late moving in, but the result is that clunkyness.
You dont need to aim diagonally. If you as the tank stand in the direction you need to go, you get aimed there anyways.
Aiming diagonally is just more consistent and isnt really a massive difference for dps movement
thank you
What tool do you use to make these strats? Thanks
Hey! Quick question I hope you see, and I did skim for an FAQ, but I was wondering what tools you used for editing these?
Everything is done in Keynote ( Powerpoint for Mac)
Idk why people are complaining about 1 platform strat. It's way easier, less movement and I've barely had problems with people clipping each other in pf. With 2 platforms there's always someone who goes to the wrong platform and also if it's role split, all the dps end up dead without fail.
if you get role-stack into spread in the single platform, then 9/10 of the time someone is going to clip.
Gonna actively look for groups doing the 2 platform strat, this single platform is sooo bad...
Can you cheese second hh with a dash?
So we have all seen that JP clip of repairing gear to mitigate the knockback in normal, right?
Does...does that work here in the soft enrage? 👀
This bug was pointed out in patch notes around savage release, and they warned that you will be bonked for abusing it.
@Ioshipon so then it would work? I'm just curious what would happen to the boss. Would he loop his soft enrage, or does the fight reset after the kb regardless?
I always wonder what happens in the event you survive enrage for any boss. Like I know it's impossible, but say if you had god mode and did, what would the boss even do, is anything even scripted for after it
Can a Tank LB3 be used during the multiple raiwide before the knockback?
Yes, but it only lasts for 8s, whereas the raidwides continue over 15+ seconds. You’ll still need some mit for when the LB isn’t up.
Do you make the images of the arena yourself/have someone make them for you, or do you find them somewhere? I've been trying to find images like this of the arena so I can drop/drop markers on top of them and just can't find any
for the 2nd HH (enrage)... could a PLD use Cover on a healer, in an attempt to get LB3rez for a few extra seconds of DPS?
The knockback can't be cheesed with cover or any form of invuln, so unfortunately, second HH acts as a hard enrage.
Any player should only break 2 webs max because with 3 stacks you get a semi annoying bleed that Healers will have to deal with. So for the party stacks the non stacking person should only break 2 webs, and the freed up player break the remaining one.
this isnt how that works, I thought it was too but I was corrected. the bleed comes from the wings. The stacking debuff is just something you can't get more than 4 of, it's different from the bleed
1 plat is such a bad strat for pf. like how does anybody expect people in pf to do a strat that has such a small margin for error?
I've been saying this too, that gives no real advantage, and it's from my experience more inconsistent, and by "more" I mean it's not even close to the normal one (yah even here someone forgets rarely).
I've been running 1 plat in pf for the past few days and I prefer it over 2. Creates consistent positions and you don't have the "oh no, I went to the wrong side" panic. The only times it's went wrong is when someone forgot to get in the role stack, which can happen regardless of the strat.
it literally isnt a problem sounds like a dc issue
Funnily enough, I've had better odds with pf doing 1 plat than 2 plat
Is it possible to kill before second harrowing hells?
Even on fairly messy runs, your average group should skip harrowing hells 2 in its entirety.
Is harrowing hell's damage not proximity based? Aka max melee range with tanks just a step in would help a lot.
Not proximity based to my knowledge, just a wild charge (nearest two players take much higher damage)
as a tank, i hate wicked step so much lol. fun but so sensitive
A note to those of you doing this fight in PF:
People will screw up the spread/stack after bonds 3 on repeat. Bring a lot of patience as it will take a while to clear if you don't get lucky with a good group.
Good luck.
For sure, wont always get the spot you want in PF so some people take a bit to adjust
Though thankfully the dps check is barely a thing for this fight so you can just heal lb bonds 3
thank you for accentuating the single side bonds while only mentioning that the PF does both sides, also not doing the honestly terrible yukizuri(?) wings. All in all solid guide as always, nice to see this rather than a mess of raidplans/toolboxes as always :)
What makes yuki wings terrible if you don't mind me asking?
@@imtired927 the only reason to do the side wings is during the pre-harrowing mech, where you literally die if you try to do it the same way, but on another hand it also makes perfect sense because there's only one group of three people getting webbed. Otherwise you get your tether, you go ot the deliberately placed marker (1/2 in this guide's case), it resolves, no one gets clipped, you go to your side to unweb the players, the solution is intuitive and symmetrical, everyone's happy. Yuki's way instead makes th go north for no apparent reason and introduces the additional "unweb in cw order" logic too, why, who needs that? the mechanic is incredibly straightforward, just spread those wings nw/ne, don't introduce additional dogshit logic. Like you can argue with me all you want, it's simple computational logic that gets introduced for literally no reason, it's an actual fact that yuki's solution requires more out of some of the players resolving it, no matter how much more, it's objectively more, making the solution worse.
@Cin Agreed
A bit easier in my opinion than p9s just has more above average mechanics.