P11S Guide - Pandaemonium Anabaseios Eleventh Circle Savage (Themis)
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- Опубликовано: 21 июл 2024
- This is a guide to the fight P11S (Themis) in the game Final Fantasy XIV. All strats in this video are early strats and are likely to be improved over time. In particular, there are tons of different viable ways of resolving Dark and Light; this guide only shows Kindred and Kindred Uptime.
Tip me at: Ko-fi.com/hectorhectorson
00:00 Introduction and Positions
02:30 Jury Overruling
03:20 Upheld Overruling
04:07 Divisive Overruling
05:04 Arcane Revelation
06:46 Shadowed Messengers
09:36 Lightstream
11:21 Dark and Light
16:52 Dark Current
18:15 Letter of the Law
21:11 Enrage
21:41 Special thanks! (and cat) - Игры
Edit: To avoid confusion in PF, if following the strats in this video, use 'E/W, kindred' or 'E/W, kindred uptime (All CW)'.
'Kindred uptime' in PF often has everyone rotating counterclockwise for dark jury, so clarify which way your group plans to rotate before pulling. 'Near/far' is an alternative to E/W, where group 1 go between the adds and group 2 go opposite. It works perfectly fine, so do whatever your group prefers!
Sorry in advance if you have a different favourite strat for D&L! Let me know if there's a different version that could benefit from a mini-guide!
My current plan is to take my time making P12S guides, as IRL is fairly busy right now. For those progging faster than I'm uploading, Yukizuri and Rinon both have some excellent guides out for P12S. Give them a watch, as they're great!
ruclips.net/user/yukizuri
www.youtube.com/@RinBanana
Personally think that normal positiions for D/L is preferrable. You don't lose any uptime to have the people with shorts start out. The orbs and divisive still resolve the same way. For jury if it's dark, DPS stay where they are and supports rotate one spot CW same as normal jury. If you get light jury the people at A and C bait on the wall and move forwards to their marker then the long DPS will move to join them on A and C and the side groups can move N/S depending or what you decide. The only person to lose any uptime would be the tank on A might lose a GCD to bait a light protean. It's less movement and you don't have as tight a dodge for Jury.
One small, but otherwise major difference with both Arcane Revelation and Shadowed Messegners is the Near/Far strat, where instead of groups propositioning east and west, Group 1 takes the safe spot closer to the mirrors/messengers while Group 2 takes the opposite. Both it and E/W are valid and are perfectly fine strats, but overall I think Near/Far is better Arcane since you'll have to adjust anyway and there's less setup necessary for Near/Far. For Messengers both strats have their pros and cons; E/W allows for easier prepositioning while Near/Far makes it a bit easier on the main tank for baiting the Divisive onto the Light Messenger.
For D&L i cleared with this: ruclips.net/video/PpJMvB3z4vc/видео.html
It's a very easy one, but it's jp, would be wonderful if someone make it in english.
That's why i love hector guide. he also promote other content creator's work! well done as always. And thanks for the guide! about to get the clear in pf before reset this week :)
Could you please add more timestamps or chapters in the Light and Dark section, it's really confusing to jump between the uptime and no uptime resolutions especially since most people will only use one of them
Thanks
Thank you so much for providing these guides. They help alot in terms of getting the mind somewhat prepared to what is about to happen. Yesterday I went into a PF after months of strictly playing with statics but hey, got as far as Lightstream in one lockout so, not bad I guess. Now forward for more progging with "hector / uptime strat" parties 😁
I started progging p11s yesterday and now have already cleared it. Your guides are just too good.
Just reached the enrage for this fight last night. Holy wow… this entire tier has been a lot of fun so far!!! Looking forward to clearing this and moving onto P12S!
Glad I stayed for the end of the video. Bonus kitty clip makes this video an easy 10/10. First time commenting on your videos, just want to thank you for everything you do. Your videos help me and many other clear an otherwise impossible fight. Much love and respect.
Your guide together with the reddit timeline are a serious boon in note-taking for these fights! Thanks for the guide! It was very helpful ^^
Dude, mt keeps standing in front of d marker in dark current and wiping the group. This video is a masterpiece keep these awesome videos coming hector!
I actually love you Hector. I straight up love you. I never did any savage in my 4 years in FFXIV and this is the first i decided to do because I really like Elidibus... and although I am struggling this helped a lot!
Just wanted to say I love your guides. Even if a specific strat may not be the one I prefer, you still do a great job of explaining the mechanics and how to solve them so that anyone can adapt. Thank you for your continued hard work!
The cat at the end is the icing on the cake of this guide.
A little heads up. During the double Upheld overruling (tether Buster/LP Stack) the Diamond above c will always make a safe donut if the tank stands right on A.
thank you for the guide, I hope the p12s one comes out soon
thank you for your hardwork! i apprisiate your guidance and it is often very helpful !
Nothing like a hector guide to get me bricked up 🧱👍
So true fam!
Omg
Bro?
.. bricked up sounds like Hector is making you constipated
@@MortalSorathat’s what I was thinking 😂
Nice to see this up. I ended up just clearing last night using the Yukizura guide but there were a few times when I was like "man I wish Hector's guide was out for this" especially on Light and Dark prog because you make the mechanics a lot clearer than most guides.
The hype for 'Yuki' stuff doesn't make sense.
@@Nimoot well yuki guide was out pretty fast
Yuki has been out for a while and came with a toolbox and YT video so you can’t blame people for wanting to use that to get their clear until more resources were made available
@@Nimoot they've been doing great guides for long time, they offer gameplay footage and raidplans, and they don't talk. i wish more people gave their guides a go, they deserve "the hype"
@@AcraViolet how is not talking a selling point? lmfao
also, for lightstream you have group 1 going to the right of the boss and g2 going to the left which is the opposite of our light party side. I think it would make much more sense to have G1 go to the bosses left hand side and g2 on his right hand side. Just wiped because of confusion on this exact matter.
I was looking for a comment like this, also confused on that
@@ShikenAegis that's the issue with Hector doing videos for fights he hasn't cleared yet, kinda wish he would actually make PF strats instead of saying at the beginning "strats might change" he only did that because his strat last tier were so bad that PF were sick of it and just did their own thing, making hectors guide completely irrelevant.
the only thing i like is how he explains it, granted, could be much shorter, but the visuals are good, so i give him that.
@@DarkDyllon PF also does the same thing though. There's too many variations with lightstream to always go E/W so it's easiest to have G1 go left facing the boss and G2 go right facing the boss. Yukizuri (prob the other most popular guide for this fight) also does the same thing. I'm not actually sure if any popular guide have people not doing that.
I look at it as if the starting position is relative south.
Not to ghost comment too much, but the literal mech before this shadowed messengers is the EXACT OPPOSITE motion relative to the boss.
I progged this fight yesterday up to dark and light, this will help tremendously.
Thanks as always and good luck with p12s!
Amazing explanation...many thanks!
18:16 looked tricky initially but seeing it broke down made it so much easier omg
Hello Hecotr, me and my static are greatful for your video. Can we get a Mahjong guide next please. this tiers is too easy I feel like we need guides on the true end game content
to clarify, since i myself was confused and i saw some other ppl confused about lightstream spots - he's choosing the spots as if u start facing the same direction as the boss, not as if ur facing the boss head on. so imagine u were standing behind the boss, facing the same way as him, would u be going left or right. i think myself and a couple ppl were a bit thrown off on the wording there, but he cleared it up in a reply lower down so i figured i would reiterate.
patiently waiting for a p12s guide
Hector makes the best guides
Just uploaded it today. Hope it helps!
Thanks for the guides! it really helps often to clear up the mechanics and give a more straight approach. The raidplans let sometimes a lot to interpret.
Loving these after credit scenes!
Just for consideration. if you play D/L CCW For Dark Jury it leaves MT exactly on A so boss faces North, no need to turn the boss and take the risk that your tank is to slow going back to A cause he forgot it or something (pf does that quite often) and boss locks in on a weird angle for the middle charge, also CCW means you will end up with a healer South and a healer North, instead of both of them South. Its also slightly shorter for the healer to move CCW to Safe Spot instead of move to C.
Thanks! This is great!
For D&L, all of the standard pf toolboxes for Kindred show that the short tethers always move CCW and long always CW - it is a bit confusing because here you say it is Kindred strat as well, but short sometimes go CW for the orb dodges in this version. I was hoping to clarify since it has created some friction in pf. I know either way can work, but if the group all think they are doing Kindred but all have a different idea of what Kindred means now, it causes confusion and leads to wipes when your partner is moving the opposite direction even though you're all doing "Kindred". I appreciate the guide and detail that went into all of this, thank you!
Thanks for clarifying this! The issue I had while making this guide was how many different raid plans are floating around, so when animating D&L, I'd seen raidplans labelled 'kindred uptime' that showed both CW and CCW. Since I couldn't work out which was more common, I went with the one that seemed more logical and that my group used (everyone always rotates CW).
I've added a note to my pinned comment at the top to try to help clarify with this, but sorry for any confusion I've caused in PF!
Is there some variation to the squares spawned from Arcane revelation or do they always spawn in the SW/NW corner of the arena?
i be coming back everyday just to hear you say party finder
Thanks! Always helpful and best explanative+visual guide of all
I was just saying how I wish Hector had his guide up and here we are! Always love your guides.
At the end of Lightstream, is there a reason you have party 1 move to the boss' East side for light party / partners instead of the West side like they are for every other mechanic? Just wondering why that one specific mechanic isn't consistent with the positioning for the others.
the boss just turns to face the party there so instead of everyone flipping their cameras / reversing their normal directions to go boss relative they just have G1 go left and G2 go right while facing the boss. it's easier
@HectorHectorson can you put time stamps for the uptime strats? Make it easier to study and find.
Small tip for the tethered adds (such as in Shadowed Messengers) is that if you have the light tether, I would recommend taking it sliiiightly away from the dark tethered tank so the light aoe isn't too inside the donut safe spot and is less likely to clip someone. I also like sprint for that mechanic but in PF it's hard to expect that from people.
Thank you for the guide! I'm a little confused on the explanation for Divisive Overruling after Lightstream. If I'm M1 for instance, shouldn't I go left and far instead of left and near by your example? If the boss was in the normal spot facing north, and I was looking at it from the side, that's where my relative partner spot ends up.
I think you're thinking of it 'True North' style, where you're trying to get to SW (the 3 marker) as that's your usual partner spot. I'm not a fan of this approach, as light stream spins you around to a random starting spot and the lasers make it difficult to see waymarks clearly.
My version treats the starting lightstream safespot as relative south.
Think of the movement you would normally do to go from south to your partner stack spot; that's the same movement you will do during lightstream.
@@HectorHectorson What's the benefit of treating the starting lightstream safespot as relative south? Wouldn't it being relative north make more sense?
@@kindlessthing Both work perfectly fine. Relative south is just how my brain solved it quicker.
finally! been waiting for this one
One of the only major changes that I would make to this is:
During Dark and Light have your tanks both preposition near the North and your Healers near the South with your DPS either East or West (preference). This allows your DPS players to immediately know if they are tethered to a Tank or a Support based on the direction their tether is, which allows them to solve the mechanic faster and removes a lot of the confusion.
Thank you so much again Hector! You've helped my static clear p9s and p10s! Now onward to p11s! As always your work is impeccable!
Probably the most coherent explanation for Dark & Light I've seen so far.
18:30 I wish you introduced the L&L set up like pf, where group at SW(marker3) and Tanks at NE(marker1). XD
Really good videos this tier, adapting solid PF strats with good animations/explanations along with alternate strats
Hey Hector, cool vid. What's the reasoning for doing relative clock spots for the divisive overruling cast post Lightstream? From your video it seems absolute spots would work fine anyway so is it safer or is it because of personal preference?
It's just to take an element of thinking out of the equation. I know that I will always go to the lightstream safe spot, then go left and far. Absolute spots would work just fine, but require you to figure out where your spot is relative to the lightstream safe spot, and seeing the waymarks in the middle of lightstream can be a pain.
Makes sense. I personally use the minimap to orient myself for absolute spots but I can see how this would be simpler for others.
I cleared ta few hours ago. Looking forward to try P12S later.
5:05 for arcane revelation does the element the boss casts not change which lasers are safe? you show both light and dark variants, but for both, the light lasers are safe. wouldnt the light lasers not be safe if the boss uses the light element? or does the element the boss uses not affect which lasers are safe?
yeah see at 6:11 the boss is using light, but the dark lasers still go off... wouldnt the light lasers go off if the boss uses light?
oh wait i think i just figured it out... arcane revelation and dismisal overuling both have their own elements, which can be the same or different
Is the adds doing divisive on letter of law towards the end always on intercard? (Meaning is cardinal spots always safe?)
Yep. Always cardinals safe initially. Same as during messengers earlier in the fight.
@@HectorHectorson Thanks! I can smell the clear soon
think your Dark & Light uptime strats are great, as they keep the same direction & +/- same postions for Dark Jury & Dark Devisive.
....
just imo next time, show both non-uptime light & dark, than uptime versions of light & dark together.., so we can scroll straight to both either non- or uptime versions faste..
I hate that you have to put in that disclaimer now
just cleared p10s like 2 hours before this guide was posted, just in time
ive been waiting ^^
Regardless of which strats end up the most popular I always find your guides to be the most helpful in understanding how each mechanic works, ty for the upload!
while i can appreciate the hard and fast style of someone like rinon, your clarity and thoroughness is definitely a balm to my soul and brain. thank you for making the exact kind of guide i need for these fights and good luck with your progression!
12s when pls ilu Hector your strats are godlike
You can Probably edit out Kindred from the video and Just leave "Kindred uptime" strat
100% true frfr, the uptime version is just as easy, objectively superior
Thank you for your hard work
Hector a typo for next guide, speak a lil bit slow just in case some are no fluent in english so i kinda missed few details while you explaining, had to slow video speed to understand.
FIREEEEEEEEEEEEEEE
FOR DARK CURRENT: IF THE UNSAFE SPOTS ARE ON W/E YOUR PARTY ROTATES SO THAT YOU GUYS ARE ON THE HEAD OF THE EXAFLARES (i.e. if flares are going CW, g1 would go south so they're at the head of the flares, g2 north. vice versa for CCW).
or in other words, always go to the intercard next to your e/w position that is safest.
I wish people understood this. You have groups running all the way north and south for E/W flares like wtf
@@victorvinegar7116 Right?. g1 n/w flares is terible for dc and PF absolutely loves it.
What is "kindred"?
Good timing
14:26 Kinder up time Jury Overruling Dark
15:19 Kinder up time Jury Overruling Light
15:47 Divisive Overruling Light & Dark
hello hector big fan
near/far and west/east, the war eternal!
I am appreciative of this guide, but I am really not appreciating the flack I get for optimizing by just standing where I would for the dark and light mechanics for the first set of mechanics. If people just do the first set of mechanics like they would in dark and light, they literally don't have to learn a new mechanic lmao, they just have to do tethers while solving for the initial set of mechs again, just later in the fight.
i don't understand why for lightstream G1 goes south and G2 North, wouldn't it be more logical for g1 to go North?
Since the safespot can be any of the 6 pizza slices, doing fixed partner and light party spots can be awkward, as the boss direction for the cleave is essentially random.
My 'relative' version of splitting the group has you face your camera at the boss; group 1 goes left, group 2 goes right. You then either stack in your group when you get to the boss's flank, or split into parties, with the tank and their usual partner taking left, and healer and their partner taking right.
could you share your tooltip link please? Ty for your work, it helps litteraly every body playing savage ^^
hey ! could light stream mini guide be possible ? i have trouble to undertand it :(
lightstream, find the 2 that are different (one rotating counter one rotating clock) and are rotating away from each other. This will narrow down the side you have to go to without doing any counting. From there it's as simple as choosing which pizza slice is the correct one out of the 2. No counting, counting bad
Just in time after my P10 clear.
@@slimfastsubaru2043 i wonder how every party you're in is having issues
@@slimfastsubaru2043 70 hours and you havent even wiped the party more than a couple times??? hm....
@@slimfastsubaru2043 set up a weekly reclear party with lock to people who havent achieved their weekly loot. dont say its a c41 or anything, just be quiet and let them think u cleared. if u are consistent and confident, it wont be an issue. theyll not notice
@sun there's a message at the start if someone hasn't cleared. It's hard not to notice that someone is faking their clear, and it's dishonest. Just make a c41 with the same description and it'll fill eventually.
@@slimfastsubaru2043 If you are truly confident in yourself i just told someone i was on my alt and asked for an invite to a re-clear , got it first try. Hope it works for you! Do mention that it's your alt in case people wonder why the 100 causality's are up
was so disappointed that he didn't say the name of the tb :c
Thank you for putting such hard work into these guides. The top down aoe displays make it so much easier to parse.
An alternate suggestion for the Shadowed Messengers.
Have the group decide on a new North just like the tank spot in your guide, but swap who moves.
Party moves to the new North, tank moves very close to the center but slightly away from the group.
The advantage is that the party can be closer to their clock spots as the donut resolves so they can more comfortably handle Jury Overruling.
god Lightstream was the one thing I was struggling with in the fight and it took you 20sec to explain it so cleanly, I can't thank you enough lmao
the other guides I saw either didn't explain it well enough or needlessly overcomplicated it so you're a genuine godsend
If you swap Short Healer and Short Tank during D&L everyone can always go CW for the full mechanic.
Unless you're doing Kindred Uptime, where everyone already goes clockwise for the entire mechanic without needing to change spots
we appreciate you hector.
party fiaynder
14:26
15:22
10:32 hey guys wouldn't it be better to do boss relative. considering at the beginning of the fight you already have set positions relative to the boss? surely that would be easier that doing another flex on top of a flex that doesn't need to exist.
Ong this man got some good idea ^^^
There's no flex here. Just look at the boss and go left if you're LP1, right if you're LP2. Then resolve as usual.
@@aoispreutt4558 h2 and range 2 are in the direct opposite side with respect to the center from the beginning of the fight. There's no reason anybody should be going to new spots when the boss will always have them on his body
This is a fair point. My version treats the safespot as relative south and players movement is exactly the same as if going to their spots from south.
With the boss facing the group, it will make more sense to some to treat the safespot as relative north; just whatever your group prefers.
gaming
cat
This floor is easiest floor, like if you clear p10, then it's just like, congratulations you also finish p11
Lmao looking at the guide, P11S look like P6S.
*All the running*
I absolutely hate this fight as a healer. Not because the healing itself is challenging, its the party being so fucking spread out all thetime.
Spread and stacks is what ultimately kills parties tbh. The rest is just adapting, but that one is always a bummer no matter which expansion.
Great! Now EU PF can stabilize on something so its actually doable after our static raid days xD
You have no idea how much your guides mean for the PF on the EU Datacenters.
For Lightstream, its seems to be always fixed rotation, look at the two of the same colour and face out towards them.
For double orange; Always go to the right of the right most off the orange rotating one.
For double blue: Always go the left of the left most blue rotating one.
It ends the same you suggest, but might be just as useful for figuring it out.
Credits to our gunbreaker and sage for figuring that one out.
nah, blue rotates left so u go at right of the most right blue
red rotates right so u go at left of the most left red
Eu pf already had consistent strat and this is worse
@@hisoka8202 looking at the boss or out?
@@user-hy4ul2mb3l not so about much better or worse, more just having one that can be referred to so a group can learn faster and kill it
@@mq5190 ah ye, i meant out, not boss relative but I get ur 1st msg now
1:10-1:20 doesn't matter if you go CW or CCW...
CW = MT = G2
CCW = MT = G1
nothing ever says MT needs to be G1
pick the rotation people like and it still solves itself
you have kindred uptime wrong dood and now PF is going to think thats how it goes. the long tethers go north/south and you have long tether healer south and short tether healer north to STOP people dying to Jury because people in PF dont mitigate it. please either address this in the description or a follow up vidya
14:45 he mentions how some groups do counter clockwise to keep light parties together... or in case the short tether healer can't throw out an aoe heal before going to their spot for some reason? You're basically trading consistency of always rotating clockwise for allowing your healer to be a GCD late with their heals - do which one you think is more preferable.
@@trolly1834 1 regen tick and 1 shield is not enough to heal a mech that hits over 60% hp twice. you need a heal to hit after the beams hit or the lower hp member will die. I'm not trying to be difficult by pointing out the inaccuracy but the kindred uptime strat was designed to have a healer in either LP to stop deaths. I can tell you don't heal and if you do your partner is doing some heavy lifting
@@Bryan_ZA With some healer mitigations, 1 aoe heal from the healer at B immediately after the first hit is more than enough to survive both hits, you're just allowed to cast it a GCD late if you're rotating clockwise.
With proper mitigations, you can even survive it without any healing at all, albeit barely. But if you're trying to somehow take ~108k damage both without mitigation AND without healing outside of regen ticks/pre-shields, then you're going to die regardless of whether you move clockwise or not. I've seen those kinds of healers in PF dying to the first Jury at the beginning of the fight - that's on them, not on the strat maker.
Thank you for NOT doing this dumbass g1 near, g2 far for revelation. Hopefully your video will cure party finder of stupid strats that add unnecessary movement and complication. Groups were doing g1 west literally day 2 of the patch, I don't know how PF got fucked up.
both strats are equally easy if people didnt insist on using kb immunity. just go mid, look for safe spot, take a step in that direction then ride the knockback into position.
Kid, g1 near and far is the same amount of movement and equally easy to do. less brain power required.
@@leemontime it's less movement during the mech if you can just preposition e/w and not have to wait for windows/messengers to appear to know where you need to stand lol.
Where is p12s?
Just uploaded it now. Sorry for the delay!
blorange
The fact that he has to start with that disclaimer or he gets flamed for his early strats is pathetic.
they're going to flame his regardless, it's not his fault, it's just the nature of party finder
he should get flamed because his strats are dog and ruin PFs for weeks
@@swordysanby all means: upload your own videos
"Di vi zieve"
LMAO
This is a great general mech guide but its a real shame that pf religiously follows this like gospel because the kindred strats (both of them) are probably the worst way to resolve light and dark. theres no need to have the casters move so much when you can spread out the close tethers slightly further and resolve the jury with half the movement
NOOOOO NOW PARTY FINDER WILL BE RUINED NOOOOOO NOOOOOOO MORE PEOPLE WILL GET TO CLEAR AND I'LL FEEL LESS SPECIAL NOOOOOOOO NOW MY HIGH-EFFORT VIDEOS THAT TAKE SEVEN MONTHS TO MAKE WILL GET ZERO VIEWS NOOOOOOOOOO
cringe
@@mikehawk4886 ur cring
Can't wait for joonbob to make a worse version of this
I actually think Joonbob's style will fit this fight really well, and their animations are always top-notch.
@@HectorHectorson You're a less petty person than I hector
The dark light explanation is terrible. Split into role groups t/h west, dps east, if you have a dark debuff swap sides. This resolves the entire mechanic without reading what type of tether you have.
I'm not sure I fully understand how your version works. How do you then get into spread positions for jury?
I appreciate there are plenty of different ways to do D&L, but I can't say I've ever found getting to my initial spread spot to be difficult.
Alternatively, you could just do what is described in the video and not care about what debuff you have. Your method just adds extra steps for no reason.
Homie really came out, called it "terrible" then gave a strat and refused to give any explanation on how it resolves spreads when asked lmfao
As a main tank, im sadden to see east west instead of g1 near and g2 far. I only care about it for clones. Trying to see stuff through the boss is a pain on the far side if you get that pattern. hopefully reset reclear groups stick with near and far.
why would you need to see through the boss
Seeing the adds on the far side is a complete non-issue, lol. Compared to making everyone run around the arena to a relative safespot, g1 west g2 east is a significant improvement.
skill issue tbh, just open your eyes
"As a bad main tank"
fixed it for you
How are people so bad at this fight. It literally has 3 mechanics, yet somehow PF players who cleared 9 and 10 struggle with simple and slow mechanics in this one. EX6 was harder.
If you think ex6 was harder, you are simply not thinking. Also, the forced and mandatory body checks every other second artificially increases the punishment exponentially for failing anything the way they intended, which is bad design.