This was actually a really nice fight to prog blind, interesting mechs! There is no magic solution for stacks to go smooth, both healers should mark themselves and go melee range. ⬇⬇⬇⬇ ──── ※ Toolbox ※ ──── ⛓ ff14.toolboxgaming.space/?id=... ──── ※ Socials ※ ──── ❤ Become a channel member for 1$ a month ‣ ruclips.net/channel/UC9Vp... ☕ Tip me on ko-fi ‣ ko-fi.com/yukizuri 🐤 Twitter ‣ twitter.com/yukizuri_wp 📸 Instagram ‣ instagram.com/yukishinryu/ 💬 my Discord ‣ discord.gg/VEyQ4JGjwT ──── ※ No Ping ※ ──── Reduce your latency with No Ping for free during 7 days ‣ nopi.ng/KnDb1F0 👉 Use the code YUKI to get 20% off on your subscription!
A quick mental math strat I had for twinsong's rings: After the last round, the head you are at and its diagonal are safe if they have odd rings, the other two safe with even rings, then check safe ones for being in head cleave.
Not sure if this works or if I don't understand you right. In the video the last head they were at (north east) had even rings, but it's diagonal was safe, so that doesn't line up with what you said?
@@anzeg- They meant on the last round the head you are at (NE) and the one diagonal (SW) are safe with odd ring since odd ring = last round and first round. The other two are safe with 2 rings (as you can see that when the ring resolve, SE even ring is safe since it's donut). So, you can check quickly which one is safe then check the middle head. Edit for more clarification : In the video They're at NE at last round, so NE + SW = odd ring safe / NW + SE = even ring safe The rings around each head were NE = 2 / NW = 1 / SW = 1 / SE = 2. So, this means SW and SE are safe but middle head cleave east side so you move to SW. This sounds a bit complicated in written form but once you get used to it, it's very easy to identify safe spot with this mental note.
When I saw what they entailed I thought to myself "This is Zodiark big brain moment all over again" lol. Thankfully, like Zodiark, you can just follow one guy!
It actually is very simple : stay on your donut and if it has 1 or 3 rings, it's safe (just like the opposite head) ; adjacent heads need to have 2 rings to be safe. Then you look at the number of rings around the middle head. 1 ring condemns the current half, 2 rings the half before (anti-clockwise) and 3 rings mean the opposite half.
On Fatalism, you didn't mention that there are 2 patterns, the one you showed is the easy one with fire planets first, you just dodge. But the 2nd one with water planets first requires the team to get knockbacked out of the 3rd planet's explosion, which will be fire.
You're right, fortunately wording is 2x2 so I won't reupload anything. But yeah since I only saw the mech 2 times at the point of making the guide I thought the first 2 were always the same as before, while they are not!
That last fatalism with the 8 stars is giving much so much problems. I pray for the red star to show up first because when the knockback is first, it screws me up lol
First unlike said in the video it's not always the color from the previous set. And then yea the 3rd planet to explode in the 2x2 pattern is showing up while dodging the 2nd planet so it's a mess. Most pf I've done to this day die here if dying at all.
So I've actually thought about this a lot when progging, and although the rings on adds part was confusing to me for like a good 20 minutes, once you get the logic of it, it's actually ok. Plus, compared to savage, you have way more leeway; you can die a lot and still clear. So definitely easier than P2S!
@@yukizuri ok thank you so much I’m very excited for this fight and was worried that i wouldn’t be able to get into parties if i haven’t progressed far enough
@@broken_data7162 EX mechanics are also very forgiving especially if you're at ilvl590+. I think if you're at about ilvl595 you can have 2 vulnerable stack and survive messing up mechanics/hit by raid-wide.
Every head will go back to a previous round depending on the rings it has. 3 rings = go back to round 1 2 rings = go back to round 2 1 ring = go back to round 3, the last round you encountered
Sorry you didn't get what I meant. The basic explanation is, heads will go back in the past, and the more rings the more they will do so. So 3 rings = go back to square 1, etc. End result is: 3 rings = Round 1, 2 rings = Round 2, 1 ring = Last Round.
This was actually a really nice fight to prog blind, interesting mechs!
There is no magic solution for stacks to go smooth, both healers should mark themselves and go melee range.
⬇⬇⬇⬇
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⛓ ff14.toolboxgaming.space/?id=...
──── ※ Socials ※ ────
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@@Koh9034
The quality of this is insane. First time I see someone actually taking the time to show a drawn diagram and show the gameplay. Brilliant job!
Thank you very much! 🥰
A quick mental math strat I had for twinsong's rings:
After the last round, the head you are at and its diagonal are safe if they have odd rings, the other two safe with even rings, then check safe ones for being in head cleave.
Not sure if this works or if I don't understand you right. In the video the last head they were at (north east) had even rings, but it's diagonal was safe, so that doesn't line up with what you said?
@@anzeg- They meant on the last round the head you are at (NE) and the one diagonal (SW) are safe with odd ring since odd ring = last round and first round. The other two are safe with 2 rings (as you can see that when the ring resolve, SE even ring is safe since it's donut). So, you can check quickly which one is safe then check the middle head.
Edit for more clarification : In the video
They're at NE at last round, so NE + SW = odd ring safe / NW + SE = even ring safe
The rings around each head were NE = 2 / NW = 1 / SW = 1 / SE = 2. So, this means SW and SE are safe but middle head cleave east side so you move to SW.
This sounds a bit complicated in written form but once you get used to it, it's very easy to identify safe spot with this mental note.
@@Serapae Ahh, ok, thank you, that makes more sense.
The way you phrased it made it click in my head for me, thank you
I literally just cleared the trial today and didn't understood what i should do until the end, but after reading your comment i finally got it lol
I have the memory of a goldfish, the rings are gonna be a nightmare.
xD
Fortunately, just like Zodiark you can just follow someone
thank you for the video! i'm going to do this before the 24 man and i'm so excited. the mechanics look like so much fun.
They are actually really "new" which is great. Devs are always finding new stuff!
Another amazingly well-done guide
Thanks! 😅
Thank you for this guide! It’s extremely well made I really appreciate it
Thank you very much! 🥰
You're my new favourite guide maker, text + diagram + gameplay is really awesome.
Thank you for your trust! ^^
THIS IS SOOO TOUGH
edit: just got my clear after skipping all of 5.0 ex trials i am still shaking, thank u so much Yuki!!!!!!!
Congratulatiooons!! 👏👏
Those rings are going to be the end of alot of us for sure haha going to be a while to get use to that
When I saw what they entailed I thought to myself "This is Zodiark big brain moment all over again" lol. Thankfully, like Zodiark, you can just follow one guy!
@@yukizuri will be doing that until my tiny smooth brain comprehends thr rings.
It actually is very simple : stay on your donut and if it has 1 or 3 rings, it's safe (just like the opposite head) ; adjacent heads need to have 2 rings to be safe.
Then you look at the number of rings around the middle head. 1 ring condemns the current half, 2 rings the half before (anti-clockwise) and 3 rings mean the opposite half.
Thanks ! I was waiting for that !
Thanks for the vid, Yuki. Love you❤️
love it that you showed some mistakes XD
but thank you so so much for this guide! Tried it yesterday and holy frick! Rings are the worst part!
Ahah yeah they require some brain power lol.
And yes, this is actually footage of my first clear!
@@yukizuri that's amazing! but yeah... I think trying this in the middle of the night wasn't the best idea we had XD
Exelent guide my friend i did it in less than 10 runs whit this.. gratz
Congratulations! You must be pretty good to clear this fast
On Fatalism, you didn't mention that there are 2 patterns, the one you showed is the easy one with fire planets first, you just dodge.
But the 2nd one with water planets first requires the team to get knockbacked out of the 3rd planet's explosion, which will be fire.
You're right, fortunately wording is 2x2 so I won't reupload anything. But yeah since I only saw the mech 2 times at the point of making the guide I thought the first 2 were always the same as before, while they are not!
You dont. You got more than enough time to move out of the danger zone no matter where you get knock backed.
“So come! Let us dispense with this distraction, you and i!”
* runs and jumps on Zenos dragon’s back * TIME TO FLY!
I always forgot that we are indeed on Zenos' back lol. This is the most useful he's ever been.
@@yukizuri lol yeah and when that music kicks in, i got the chills xD
That last fatalism with the 8 stars is giving much so much problems. I pray for the red star to show up first because when the knockback is first, it screws me up lol
We had the same conclusion with my friends. It's way harder to be far enough to not get hit by red!
Me everytime:
7:39 - Yay! I got it!
7:40 - SON OF A .....
😄 My life is a circus
Great music also !! :)
Man I'm such a smoothbrain, keep on dying to the last fatalism attack since I can't figure out which set goes first
First unlike said in the video it's not always the color from the previous set. And then yea the 3rd planet to explode in the 2x2 pattern is showing up while dodging the 2nd planet so it's a mess. Most pf I've done to this day die here if dying at all.
I was wondering if i haven’t done to much with the pandemonium savage raids would i be able to try this or is it actually as hard as p2s
So I've actually thought about this a lot when progging, and although the rings on adds part was confusing to me for like a good 20 minutes, once you get the logic of it, it's actually ok.
Plus, compared to savage, you have way more leeway; you can die a lot and still clear.
So definitely easier than P2S!
@@yukizuri ok thank you so much I’m very excited for this fight and was worried that i wouldn’t be able to get into parties if i haven’t progressed far enough
@@broken_data7162 EX mechanics are also very forgiving especially if you're at ilvl590+. I think if you're at about ilvl595 you can have 2 vulnerable stack and survive messing up mechanics/hit by raid-wide.
well, l got roped into this by my static group. this feels quite easier than p3s
Planets are unforgiving but the rest is fine yeah!
great job! but how do you do these diagrams lol
With the toolbox I linked in description and pinned comment! Take about 2 hours!
vraiment pas l air simple 👀, ty ! 😉
Le boss du game !
le combat a l"air incroyable je vais essayer de le tomber demain
Bonne chance! tiens moi au courant 😄
lemme just upvote ur vid first. Will come back later
🥰
ls this weapon drop necessary if l got the 590 weapon?
Its i595 so its a tiny smidge stronger.
Like Kannazuki said! Perfect for alt jobs to avoid farming tomes/P4S!
@@yukizuri l got 3 disc ib my inventory right now, lol. l think l will just farm tomes from 5v5. that stuff is fun
So only the middle rewinds?
Every head will go back to a previous round depending on the rings it has.
3 rings = go back to round 1
2 rings = go back to round 2
1 ring = go back to round 3, the last round you encountered
@@yukizuri that’s a lot to remeber, thank you, I will experiment on that
What is the loot? Weapon?
Weapon and sometimes the Song and the mount!
Is there even an enrage?
12min or so i would say!
A big fat tacos so big 🥳
i love this game
I do too!
The combats dev are actually always thinking about new stuff to throw at us!
Your explanation of theological fatalism makes zero sense.
Sorry you didn't get what I meant.
The basic explanation is, heads will go back in the past, and the more rings the more they will do so. So 3 rings = go back to square 1, etc.
End result is: 3 rings = Round 1, 2 rings = Round 2, 1 ring = Last Round.