Kinda feels like an Extreme fight that takes a break mid way to give you an ultimate phase
Kinda feels like an Extreme fight that takes a break mid way to give you an ultimate phase
it takes a bit to find a strat that suits your group, but once you get it, the adds become very trivial to deal with. In the end it always sums up to press button x at time y and you will always succeed that "mech", like any other mech in the game
It was a lot of fun to prog it
imagine, people having to figure out stuff by themself instead of just blindbly following raidplans or hector guides
Last edited by ServerCollaps; 04-06-2025 at 05:42 PM.
This logic applies to statics, but people in PF can't rely on figuring out whats suits their group best as usually you are always in different parties.it takes a bit to find a strat that suits your group, but once you get it, the adds become very trivial to deal with. In the end it always sums up to press button x at time y and you will always succeed that "mech", like any other mech in the game
It was a lot of fun to prog it
imagine, people having to figure out stuff by themself instead of just blindbly following raidplans or hector guides
I'm genuinely convinced most just take them off the bar and forget they exist during raid, I know at least a few people who do that. But they actually use them in dungeons, add phases, etc. This fight makes me glad I'm playing SMN again this tier because if nothing else they have very beefy AoE.
I’m having a really fun time with m6s’s add phase as tank
Trying to figure out mitigation and damage is kind of rough when it’s hard to tell what exactly is going wrong with the numbers, especially in PF where each party is different, but I still really appreciate the add phase.
Never imagined there'd come a day where I feel like the incoming damage in a fight is legitimately overtuned for its placement in a tier, but it's honestly stupid how much easier it is if you have a WAR due to the insane amounts of sustain they get from bloodwhetting/nascent if they're the squirrel tank and feel like the add damage should be toned down so it doesn't feel actively miserable to try to heal through the adds with comps that lack them.
I feel like that's a bigger issue then the general imbalance with AoE damage and some jobs just having way more passive cleave then others.
EDIT: According to FFLogs there are less week 1 clears of M6S then M4S. There is something very wrong with that picture.
Last edited by KageTokage; 04-08-2025 at 07:47 PM.
I've been progging this fight blind with my static and tanking M6S has been a blast. It's easily a highlight of the tier and I really hope they keep doing these types of encounters. It's been especially nice since for me FRU was a huge disappointment in the difficulty department and tanking this blind has been more engaging than the entirety of the ultimate.
I'm so ####### sick of fighting a floating humanoid in the middle of the arena every tier. Actually having boss movement and on top of that an engaging adds phase?? who could have thought we would hit such peak content so soon.
Please make more of this squeenix this game direly needs unique design like this. Don't listen to the parse gremlins complaining about uptime, keep making fights like this savage tier with unique mechanics and fast pacing.
LMFAO FF14 players are Stockholmed so much and have such low standards the moment Square Enix puts a little breadcrumb on top of a steaming pile of dung players prostrate themselves before Yoshi P and cry out to the glorious CBU3 leadership that we have finally reached "peak content".
Go play other games if you want to see what real peak content looks like.
This playerbase is so, utterly pathetic. LOL
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