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Major Mechanics
0:28 - Markers | Party Setup
0:54 - Searing Steam (raid AOE)
0:58 - Akanthal Act 1
3:00 - Nearsight | Farsight
3:29 - Akanthal Act 2 (more details below)
7:43 - Akanthal Act 3
10:30 - Heart Stake
10:44 - Akanthal Act 4
13:12 - Akanthal Finale (Can you count?)
14:47 - Akanthal Curtain Call
19:35 - Bloopers
More Mechanic details by Venom! Our raid leader: He smart, I'm smoothf brain. Big thanks to him for checking the video to make sure everything's clear and understood!
His clear video (WAR): • [WAR POV] P4S Final Cl...
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HEART STAKE:
Heart Stake can be explained a bit more
It's a double hit that targets the top enmity and then the second enmity. Initial hit hurts a bit, and then the dot is annoying but not deadly.
Luckily for some reason, instead of applying two dot ticks, the second hit just refreshes the 1st dot tick
So we tank swap at the cast
so I take both hits
so Vae doesn't get any dot ticks at all and is main tanking at that spot
I use a lot of mitigation here though, and I get topped up before the second hit slaps me
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AKANTHAI ACT 4
Okay sooooo the idea is that the tether person and what they're tethered to always does something
for people with blue (lightning) when they break their tether two things happen
1. They get hit with an AOE that gives them a thunder debuff
2. Their tower goes off, which needs to be soaked, but this is a thunder element
because of that reason we have people go clockwise one, as they always spawn alternative to each other (dark, thunder, dark, thunder, etc)
and we don't want to break the dark ones yet, but we need to have thunder towers being soaked
that's why I tell people, not to greed and wait for their towers to explode, that's not on a timer
that's because the person with blue is breaking their tether
and THEN the tower explodes
the dark/purple peeps get this:
1. They will do a raid-wide AOE that puts a magic vuln up
2. Their tower will do a giant defamation AOE
It's much more horrible to do it this way, but you COULD actually reverse the order too, so do the purple/defamation explodes FIRST
and then do the thunder tower soaks
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CURTAIN CALL
Tanks will ALWAYS get 12 or 32
Healers will ALWAYS get 22 or 42
so it's ALWAYS:
DPS, Tank (Double dodge during the tank one)
DPS, Healer
DPS, Tank (Double dodge during the tank one)
DPS, Healer
And the "sneaky" pizza dodges are technically not any wider, it's exactly the same
the safe spots are just as narrow as the first visible safe spots
I would also emphasize the importance of mapping out your mitigations in that phase
the two rounds of curtain call, and the two raid-wide AOEs that happen after each curtain call
the casted raid-wide AOE can be done with reprisal/feint/virus
the other mitigations (troub/shake/etc) should be cycled in the two curtain call rotations
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