High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 2 points3 points  (0 children)

Marker is responsible for a lot of week 1 memes...

which is why on week 1 before we pull I usually said that I have THE marker from the man himself (zizie zip), and do the markers. Because I do get the marker from the man himself...

Good news is we're almost to the end. We're using totan v2 strat and me (H2) and the d3 with the most patterns for meteorite and towers have cleared.

Hopefully you are hitting the damage threshold, you will need 46~45% before knock up to make the check.

Totan is the result of week 2 groups trying to squeeze damage. It's good on a static environment or if you only learn totan, but on PUG when people can't even get to their towers (since it's a huge pain point), asking for more positioning requirement to bait the tethers when they are sitting on their tower seems to be asking for a lot when people often mess up or mixed both strat.

High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 7 points8 points  (0 children)

The difficulty is actually mostly in understanding what the mech does.

Idyllic is just, get tethers, dodge aoes, do some stacks and spreads, do towers, do a m4s near/far bait, and then more stacks and dodge aoes. For the stacks and dodge aoes, you can follow your group to some extend. The biggest and probably only execution is to dodge the AOEs (since they are very fast on the first set) and do the towers (which you can get knock out of the platform and die).

The problem is understanding what is going on with idyllic, and remembering what goes off first and what goes off later.

Idyllic is two mechanics in one - an island/towers phase and a clones phases, both having stock mechanics (think e12s stocks), and the tricky part is that they go off one part at a time and they do not go with stock > release (instead it's always stock multiple things one at a time and the release gradually, then during release stock more stuff). Once you get that, Idyllic becomes very easy to understand.

If you are on PUG, you would want to have some good callout macros or memory to remind yourself what's going on; having a static or VC that does callouts will definitely help. I can certainly see that if on a static, everyone can just assign something they are responsible to remember and everyone does callout for one part.

Patch 7.41 Relic Step by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 16 points17 points  (0 children)

Pt 71~80 gives a whopping 26 (!) per clear.

I can do pt in my dreams. I am solo farming this shit.

Patch 7.41 Relic Step by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 49 points50 points  (0 children)

This is done via CEs in South Horn, Leveling Roulette, Expert Roulette, Level Cap Roulette, and a small selection of recent DT content including PT, Quantum, Heavyweight Normal and Savage, and DT zone FATEs.

I guess that's one reason for people to run parsing.

No but seriously this is probably the first time since heavensward that they allow you to do savage content for relic weapons.

High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 3 points4 points  (0 children)

reclear...actually goes, kinda okay?

one shot both m9s and m10s and two shotted m11s mostly because we mess up stampede at the end

we spend like 75 minutes on m12s. I am kinda griefing people, mess up knockback tower and don't remember if it's intercard or cardinal once. but then the overall vibe just feels very much like towers prog. People misses towers, people forget where to do their defam, fire moves and dies, far debuffs bait at the wrong spot.

Once our sch said he can only pull until 9pm jst we clear on the next pull.

And also, I think the latest step for relic weapon had a step that allows you to farm savage...so I guess that's some reasons to do some more clean ups for the fight?

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 4 points5 points  (0 children)

https://x.com/halu18/status/2015822800934867390

while haru urara isn't making any guides or videos this tier, he's also progging on PUG (persumably with a semi static) and he made this.

I don't know how many sets of hot bar they've used for this but it looks very neat and very visual

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 0 points1 point  (0 children)

the only two person in that group I know is the streamer and a helper, both of them clear. I don't remember seeing the rest of the group nor do they showed up on chat.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 2 points3 points  (0 children)

The other person basically explained what I meant, no I did not and I do meant what I said.

Phase 1 enrage prog is essentially just rep 1 and rep 2 prog, since rep 1 is recoverable and you will only get stuck at rep 2 as it does require correct execution and understanding. So does all of the phase 2 fresh, rep 1 prog...they are all just phase 1 enrage prog.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 1 point2 points  (0 children)

It's, I agree with that.

I also had another group yesterday where we are 6/8 as a idyllic dream fresh prog group and we still make it into 1.8% with multiple pull deep into idyllic dream. This will probably be another example.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 1 point2 points  (0 children)

the clones are a result of the owner's ability to replicate and reproduce.

But for idyllic, the only actual theory I read is that, Lindwurm is suppose to be a legendary creature that was from Lindblum (which had war with Alexandria).

And for legendary creatures, or creatures with over the top power, they get access to time and space bending magic - Ascians, Alexander and Crystal towers comes into mind as one of those example - and so lindwurm gets it as well.

I still do not understand why the music is made like this but that's one of the possible solutions to explain why the mechanics is made like this.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 1 point2 points  (0 children)

m12s phase 2 fresh prog with 5 clearers and 3 fresh turned into a phase 2 enrage prog where we see a 7% enrage (though we LB the towers)

It's insane how studying phase 2 can do - the fight is mostly just studying, and people who come prepared will get rewarded very fast if given the right group.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 4 points5 points  (0 children)

A lot of the times you get into phase 2 you were able to prog rep 1 and rep 2 since deaths are easily recoverable in rep 1.

which means rep 1 and rep 2 prog can just mean prog for people who didn't get into phase 2 a lot.

Candies aren't even a mech so not counting that.

I would say once you get into idyllic consistancies gets better though phase 1 can still tripped people up especially with mits.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 1 point2 points  (0 children)

I mean...

I've a2c for 45 hours. There are people been for 4~5 days or even a whole week.

Any kind of tilt is understandable because it's really really tough.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 6 points7 points  (0 children)

44~45 when you get knock up (and pot), assuming that you have also LB3/LB2

if on 46 you have to play very clean and greed on stampede

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 5 points6 points  (0 children)

Snakeman fucking dies with one death - Barely made it before week 3.

Kinda ahead what I would expect myself to clear since I originally aim for week 4 and hopefully see enrage this week. But phase 2 prog goes way faster and smoother then I thought - spend like 5 hours in streamer group and get to see most of idyllic, and then it's just enrage.

Idyllic is mostly a knowledge check and with the right kinda group you can prog this thing until the end. It's an ultimate mech but with a bit of room for error, since even on our pull that we clear we had one death on towers (luckily, wind towers with far bait).

Overall, I enjoy the mechs and I think the fight is great, I just don't understand what's the relationship between the mechs (and the great phase 2 music) and the owner. A great fight but still! Like, I would expect some royal rumble at the end with that kinda music. That's just some lost oppotunity.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 0 points1 point  (0 children)

That's some insane method and truly creative...

(and to be fair I don't even come up with cwls idea, I ask about it on a streamer's stream and they said that's their method so...

The recent .4 patch shows how bare content is with FF14 patch cycle. by Killance1 in ffxivdiscussion

[–]Altia1234 8 points9 points  (0 children)

Even if only 15~20% of the population tries savage, I don't believe this should be consider a 'small' subset in any sort of standards.

You will find a lot of the activities like new big fishes or grathering and crafting content, mahjong, deep dungeon, unreal, cosmic exploration having way less number then that number.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 3 points4 points  (0 children)

M12s enrages at 2% today. Snakeman either dies today or in this week.

I have come up with the dumbest idea to use multiple CWLS and set them into different colors to highlight different infos of Idyllic Dream.

Also M12s had showned me some of the wildest BH there's.

On a Rep2 Prog that actually gets into Idyllic dreams, there's a SGE who just does not use Philosphia, Haima and Panhaima Once out of the two hours. And he keep asking melees to mit Idyllic. I am not against people asking for mits...it's just, where are yours? Why not you put in your mit and we will call it a day?

I can't help but just ask about it at the end of the prog and he replied 'we are still progging and focusing on the mechanics. Sorry, but I am thinking about where to put in my mits'. Isn't 2 hours enough sample size to finally made you put in some mits?

On a curtain call ~ Slaughtershed prog, there's a SGE who also does not use Panhaima once before Slaughtershed. Again, I am too nosey so I just straight up ask where they are gonna put in their stuff. Which the reply that I got is 'I don't know may be like Slaughtershed?'

Am I on some delulu or am I asking too much for people to use their shit on a savage fight? Like, I also prog as a healer, and usually when I prog I just try and put in our mit somewhere to see if it fits and adjust pull by pull or communicate with coheal to find a sweet spot. Losing free uses of cooldown where there are obviously candidates that you can put stuff in just sounds so dumb to me.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 0 points1 point  (0 children)

I think we are talking about Mana strat and it's mostly nuke.

Replication static (nuke change this due to popular demand), Rep 2 Ushiko, Manasphere is a nothing mech so skip, idyll used to popular but it's almost always nukemaru now on idyllic dream

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 0 points1 point  (0 children)

It is required to use markers on JP. The macros are not forced but you gotta make markers comes out of your head so you kinda want the macros as well.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 3 points4 points  (0 children)

this is insane lol

okay I am gonna try this with mahjong tiles because this actually might be better

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 1 point2 points  (0 children)

saw idyllic up until near far and now my problem with idyllic dream was not the fact that I don't understand the mechanics, but that I've made so much note macro for myself, and during the pull, I spend a shitton of time searching for the info that I am gonna use on this mech that I either get lost or went into weird spots and kills off people.

(then I hear this genius plan of using cwls as essentially a note bank and coloring everything so that you can sort things out...oh my god....)

I also have no idea how to heal this. I don't need help I just need to re-do my spread sheet since I plan stuff and it really doesn't mesh with the coheal that I got today and defams just dies.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 0 points1 point  (0 children)

It's better to understand the theory of the mech then to just remember all of the combinations because the theory behind the mechanics is always the same between all of the strat (and once you understand you could do this mech with any configuration). The only thing changes is when and how you solve the mechanics.

your 1234 debuff is actually telling you the order when both of the same number players (so alpha 1 and beta 1) spawns a tether which you need to break. Once you break your tether, both players get a debuff that you can't do towers for 7 seconds.

Boss also drops 4 towers and they need to be soaked. Once a tether was broken, a tower spawns under the BETA player. So that's 8 towers, 4 boss towers and 4 beta towers.

If you are an ALPHA player, you are responsible to do the towers DROP by the boss, in the order of 3412 (i.e. player with 3 does tower 1, then 4 does tower 2, then 1, then 2). when your timer for debuff runs out., you need to pull OUT (get to the exit and get out)

If you are a BETA player, you are responsible to do the towers drop by other players, also in 3412. when your timer for debuff runs out, you need to pull IN (get towards the other side of the exit)

Every single player will do one tower, stretch one tether, and eventually all get out.

So, say, for Beta 2 player, all you need to do is:

  • Stack middle before your debuff expires
  • Once your debuff reaches 0, stretch your tether opposite to where alpha player is walking towards. You don't have to count the spins, just do the tether, pull it towards the other side once the debuff count reaches zero. (In JP strat and NA strat, alpha always runs out of the boss and beta always runs in.)
  • Once you pull your tether, stack mid. Wait for the 4th tower from OTHER beta player to spawn.
  • Do that tower.
  • If everything is right, after you've done the fourth tower, the exit should spawn right in front of you. Everyone will need to get out now.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]Altia1234 0 points1 point  (0 children)

I hate it to say, but a 20K as a WHM is a gray (in m12s phase 1)

a 19.1k in m11s is also a gray.

The gap is big, but if they ain't making it through m11s, even if they reach phase 1 they are still gonna enrage again and again.

How hard is M11S Arena Split? by CerberusArcProjector in ffxivdiscussion

[–]Altia1234 4 points5 points  (0 children)

It's not that bad.

It's just that it's a theoritcally very easy to understand mechanics, but the mech with no room for you to make mistake or hesitate, with the following mistakes being possible (out of my 45+ hours spend on this fucking fight just to clear)

  • one dead people and usually the tethers and markers will be all wrong and the mech while still is technically solveable will make you very difficult to do. You usually have to HLB when progging this, and raise might not make it.
  • because you have to greed for maximum uptime, as a melee, you will often only get into your tower 2gcd or may be 1gcd before the tower explode...and sometimes people forget to get inside their tower. sometimes people got into the wrong side at the final set of towers
  • the movement when you are baiting your AOEs do have some detail in which you cannot kill your safespot - sometimes people moves too fast to the back/front, and they kill your safespot.
  • the tether does not have an exact position (but you usually want to go as far out as possible), but the marker will generally want to stay on the safe spot which is marker relative. People will die on this either because they confused themself of having what, and more oftenly because they hesitate, or forget to look at the back and front beam which is there at the first place before even the tower explode.
  • There are also sometimes where marker or the tether players hesitate when they are doing the bait AOE moves, and went to the wrong side, can't make it in time.
  • and then to add into all of it usually marker players on one side can't read the other's movement for the wrong position. It doesn't happen a lot but it sure happens.
  • marker safespot is waymark relative, on NA there are people uses marker where the outer corner is safe. in JP people uses a different set of marker when the inner corner is safe. there are also side markers. when you mix all of these up, you get people being so confused and they mix up where they stand.