Quote Originally Posted by Colt47 View Post
The issue with the fight is that the DPS check is tough as is and you can't actually practice the entire fight like you can with Ramuh when others are not up to speed.

It basically comes down to "people are not psychic". There's no way to know how to handle something if they have never even seen the effect before, especially if they are dying to other mechanics the entire time, and the part people are dying to in the pugs is really far into the fight.
There are a lot of issues I have about this post. Not being able to practice the fight in the first 3-4 minutes (like you basically can do with Ramuh) isn't a problem with the fight in any stretch of the imagination. Something that most players don't recognize is how important CONSISTENCY really is when it comes to savage. If you can't consistently get back to a mechanic you're trying to prog because your group keeps dying to previous mechanics, yeah it's absolutely going to make progging the fight more difficult, but that's not an issue with the fight. Honestly, I'll make the argument that e6s is VERY fair with making you learn mechanics that you'll see later in the fight. For example;

Very opening of the fight you'll get Storm of Fury (the tethers that target the four DPS) and a point blank AoE around the boss. This same mechanic comes back later in the fight and works exactly the same way, just it adds Air Bump prior to it.

Hands of Hell appears multiple times in Ifrit phase, giving you a lot of practice for how many times it comes up later in the fight. Start of phase 4, you get two hands of hell mechanics back to back (with an added inverse line AoE in the direction of the players tethered). After conflag and the following Storm of Fury, you get even more Hands of Hell mechanics that work the exact same way as before, just that they add another mechanic to it (first Hands of Hell after Storm of Fury just has the small line AoEs that'll cut the tethers, second will have Air Bumps that resolve directly before ifrit clones charge the tethered players).

The only new thing phase 4 actually adds to the fight is Conflag, and literally nothing else. It has the same mechanics as previous phases in the fight just with more stuff to do at the same time. This fight is very fair with its mechanics, and honestly gets way too much negative feedback from most players that I see talk about it, in my opinion.