Transcript for:
Hector's Everkeep Extreme Guide

warning this guide will feature full spoilers for the second trial in the 7.0 expansion for Final Fantasy 14 Dawn Trail hi guys and welcome to a Hector lecture Guide to the fight ever keep extreme this is aalia before the fight begins you might want to assign light parties to help you with a later mechanic you're also going to need partners and partner positions these are commonly healers with range tank with melees doesn't matter where you're positioned but you need an order from Top the bottom what you're seeing here is what's commonly referred to as htth finally if doing the bagel or conga line Strat then you're going to need Conga positions these are the most commonly used ones the fight begins with a raid wide actualize immediately after this the boss will cast multidirectional divide and you see some Thin telegraphed Line AIS Dodge these and you'll see a floor pattern appears let me remove the boss's hit box for a second to show you this a little bit better there's some thick lines that are going off towards each intercardinal and some Thin lines branching off of it the thick lines will give a thick line AOE when this resolves and the thin ones give a thinner line AOE you'll notice that this leaves sort of a checkerboard pattern of safe spots in each quadrant we will need to dodge these at the same time is dealing with either forward half or backward half the boss will have one of its swords glow the castar is telling you whether or not the boss is about to jump forward or backward do what the Caspar tells you it says backwards so go backwards or behind the boss you're both dodging the floor pattern aoe's dodging behind the boss out of the hit box and also on the non-g glowing sword side as the boss will cleave that half of the Arena all three of those will go off at about the same time alternatively the boss could have cast forward half for this one you want to go in front of the boss out of its tip box and this time you're going to go on the glowing sword side that's because the boss when they jump forward will do a 180° turn before they cleave the side make sure you're once again in safe spots from the floor pattern in short if it cast forward half go on the glowing sword side backward half Dodge the glowing sword there's another multidirectional divide cast afterwards and have most of the party stay put your main tank can go out to make positionals easier if they want when the cast finishes you get the FL pattern again and now have your Tank's position in front of the party regicidal rage is two tank Buster tellers these need to be picked up by both tanks who then need to take them to a separate quadrant from the group as they cleave in a circle AOE how you assign which tank goes where is up to you you can do it either relative so one tank goes left one tank goes right facing the boss or you can do it as fixed positions one tank West one tank East entirely up to you just make sure that both the party and both tanks are dodging the line AOE while this goes off next up is Dawn of an age this is a RAID wide that's going to transition the stage to a form you'll recognize from normal mode four copies of the main platform are going to spawn and spread out in each of the intercardinal and when the boss cast volok you're going to get some sword patterns appearing on each of the outer platforms when the boss cast sink at the end of this some of these swords are going to start to glow and the way you resolve this is just like in normal mode think of them as if they are sliding onto the platform that you're on you're going to get two of these combining together to make a certain set of tiles that will be unsafe these are the possible patterns that can form as a result and therefore which squares are going to be un and which squares are going to be safe which pattern you get on any particular run though is more or less random the boss will cast syn two of the platforms are going to start to have their sword tiles glowing these are the ones that are about to be slid onto the main platform look at each of them and figure out a safe spot before you commit to any one safe spot the boss is going to cast half full and raise a sword that's going to be glowing that whole side of the arena is about to get cleaved so do not Dodge on that side find a safe tile on the safe side you're going to get some telegraphs that are immediately followed by the attack for both the tiles and the sword cleave if you're finding it difficult to find a safe spot try this first pick your favorite Square find the only sword on the outside that's capable of killing you in this spot there will only be one if when sing finishes casting that sword isn't glowing you're safe you only need to dodge the boss's half Arena cleave if when sink finishes casting your sword is glowing simply focus in on any of the platforms that don't have any glowing swords all of the swords on these platforms are now Telegraph graphing safe spots for this mechanic look at the boss's half Arena cleave look at the swords and find a sword that's not on the half Arena cleave that is a safe spot you can move to dodge into that square and finish the mechanic however you resolve the sword mechanic the next mechanic up is greater Gateway this is going to spawn a set of portals we're then going to get Forge track and we get three swords this is how they work if a sword goes into a normal portal that AOE is going to be transported along the portal and it's going to make one lane unsafe if the sword goes through a fire tether when going through the fire tether it's going to be expand the line AOE so that it covers three tiles finally if the sword goes through a wind tether it's going to create a knock back from the lane that it ends up in sending anybody flying back this knockback can be dealt with with knockback immunity if we go back to this pattern here what we can see is that the wind tile is going to end up going here so we need to either position to get knocked back from here towards the wide side the safe side or pop knockback immunity and the other two swords are going to make these two lanes unsafe leing a six safe squares assuming we use knockback immunity everybody needs to position into one of these squares and either pop knock back immunity or get knockback and as soon as this resolves every player is going to get this yellow pyramid above their head this is a spread marker but it works in a unique way you need to be in a separate tile from any other player if two players are in the same tile when this resolves they're going to kill each other spread to the nearest tile that you can find safe and the mechanic's done there's another actualized raid wide and the stage is going to transition back to how it was at the beginning next mechanic is projection of Triumph when this finish casting you're going to find 16 swords appear in this pattern here and you're also going to get two chains one of them has Point Blank AOE the other one has Donuts AOE which side has which is random the boss will start casting another projection of Triumph and both of the chains are going to start moving when a symbol hits one of the swords you'll see it explodes the point blank AOE explode in a small circle and the donut a explode in a small donut projec of Triumph 2 finishes casting and you get a second chain these will also be a donut and a point blank AOE but they might be on the same side as the symbol that they were matching they might be on the opposite side if you want to dodge the donuts make sure you're inside of a sword if you're wanting to dodge the point blank AOE make sure you're in between them Dodge the third set and then immediately after the third hit the boss will cast either forward or backward half we're going to dodge this the same way we did at the very beginning so we need to get behind the boss not on the glowing sword side and out of the hit box but before dealing with backward half there's going to be another explosion so start moving in the correct spot but deal with the ground aoe's first now before the fifth hit Dodge backward half and immediately adjust into the incoming AOE stay put and you finish this mechanic there's another cast of actualize and then we get projection of turmoil this is going to give every player a circle around them and a projection debuff that needs to be cleansed the only way to cleanse it is with this wall that's moving in slowly from the north you'll notice the stack symbols on it that's because if any player happens to run into this wall they trigger an instance of shared damage around them that can be soaked with other players near them be aware that when you soak this every player that's hit gets a 2cond magical V which means that you have to space out hits if two players are stood right next to each other and they both touch the wall at the same time they will both instantly die as will anybody else that's near them as the two hits will go off back to back and the second one will kill them because they'll have the magic V on what this means is simply we need to soak these and carefully cleanse each of the debuffs but we need to space them out more than 2 seconds apart for each hit you do not have to do this in light parties instead if you want to you can have everybody as one big group soak this and do it that way the most popular way of resolving this in pf is the bagel or congol line Strat in this Strat your players position as you see here the tanks are going to get the first hits and they're going to actually take them solo so they need to pop some personal mitigations or have a lot of help from the party to minimize the damage they take they're then going to follow after their hit to join the melee and take this as a three or four depending on if it also hits the M2 and every time somebody gets hit they just follow the wall along this means you need to mitigate heavily for the first couple of stacks and especially if possible have your tanks throw a personal mits onto the melees but otherwise the stacks are just going to do less and less damage as you continue you don't have to have your healers follow along to the very end of the pile but it will minimize the damage that your party takes wait until everybody's cleansed their debuff and it's over at the end you get to cast a bitter Whirlwind this is a three hit tank Buster that Cleaves and targets the top player in aggro each hit gives a magical V so you need to do a swap between each hit or just have one tank take all three hits with an invol there's only two casts of this in the entire fight and they're far enough apart from each other that your main tank if they're a warrior can actually invol both of them next is a cast of dawn of an age we get more raid wide damage and the stage transitions this time you're only going to get one platform I'm going to rotate things to make it easier to explain line up with your partners in your set positions the boss will cast drum ofic and either all tank healers or all DPS are going to get targeted with an enumerations a two person stack whichever role is targeted immediately have them adjust to be near to the boss now it's very important that their partner lines up perfectly straight with them because what we're trying to do is at the end of this they're going to get knocked back Rel relative to their partner and we want to aimim them onto the other platform if they're not positioned dead straight like you see here they might get knocked off diagonally and fter their death on the side of the platform whichever will have the enumerations just gets popped straight up and then falls back down immediately move close to the Middle where the boss is teleported to make sure you get topped up by your healers we get a cast a volock and we get two giant swords when sink is cast you'll see that these swords are each making a quadrant of the platform unsafe just like before these sword aoes are going to get slid onto another platform but this time they slide onto each other's platform this will always leave two quadrants safe one of these quadrants will always be within melee range of the boss immediately have all players spread into their own tile in that quadrant in melee range we get the yellow pyramids be aware these are also being slid over and mirrored on the other platform but as long as you're in the quadrant that is nearest to the boss this won't matter the mechanic resolves and you'll only get hit once by the yellow pyramids there's going to be some wind aoes that appear and persist on the ground just make sure you don't stand in these the boss will cast now either forward half or backward half it's random and face towards one of the two platforms one of the roles can dodge this quite easily in this case the DPS the other R cannot Dodge it safely on their platform this is where the wind AOE comes in align yourself perfectly with it and walk into it as you'll get knocked back relative to the direction you entered from this allows players to jump to the other side it comes with a 45 second wind vone up which means you can only do this once throughout the fight immediately Dodge the rest of forward or backward half we now get Duty's Edge this is going to be four hits of a very hard-hitting line AOE have all of the players stacked together this is some of the highest damage that you're going to find in the entire fight so make sure you mitigate it and heal through it heavily burning chains will immediately be cast and in a second every tank healer will be tethered each to a DPS we want to start close together but when the castar finishes and the chains form we now need to spread out from our partner that were chained to whichever Ro did not just get bumped across by the wind AOE they need to now go to the other platform line up with the window OE get knocked across and then make sure you dip far enough out of melee range to break your chains this phase will finish with a cast of actualize which not only does raid wide damage but also for some reason knocks you up destroying your cast this is the most annoying part of the fight barnone next up is another projection of Triumph and it will look very similar to to the first one we get the two casts and the AOE start to go off this time though after the second set of AOE the boss is going to cast half circuit you have a glowing sword that the boss is holding to cleave one side of the arena and you either get the two big glowing swords in the middle like this which signifies that in the hit boox is unsafe or like this signifying that out of the hit box is unsafe Dodge the third hit of the ground AOE and and now Dodge half circuit this time we need to be on the west side of the arena and in the hit box so all players adjust to be there immediately position yourself so that you're safe from the fourth set of AOE continue to dodge aoe's but try to stay together as a group because the boss is now going to cast regicidal rage and you want it to make it as easy as possible for your tanks to walk forward grab both tank Buster tethers and to spread out to their pre-assigned positions the boss will cast another projection of turmoil and this is going to play out very similarly to the last time same debuffs same wall and I'm going to once again show The Bagel congol line STP for this the wall is going to move into the tanks and right about the time they take this you get your one and only difference the boss occasionally jumps middle and cast half full making half the arena unsafe since we're lined up in the middle every player is just going to slide the tiniest little bit over towards the safe side and continue resolving the mechanic the same way we did the first time you'll get a second half full cast about halfway through slide to the safe side and finally the boss will jump to the South wall and do one more half full cast however you resolve this the boss will finish off with your second better wh wind once again I recommend involing this so make sure off tank has aggro unless you have a warrior another dawn of an age and the stage transitions again we get our four platforms mirrored the boss cast V plck and it's the same sort of patterns we saw before for the most part this is exactly as the same as it was at the beginning the only difference is as soon as this finishes everybody gets the yellow pyramids and needs to be in their own tile we get a Dy Edge and now from this point onwards it's all repeated mechanics greater Gateway is going to happen and we get the tethers and the swords but this is exactly the same as it was before including with the yellow pyramids at the end you get another actualized raid wide to transition the stage back another multi-directional divide this will be the version that includes a forward cleave or a backward cleave and one more actualize this serves as the enrage thank you for watching I hope you found this useful [Music]