Sophia Unreal Guide (Containment Bay P1T6)
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- čas přidán 20. 07. 2024
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This is a guide to the fight Sophia (Unreal) in Final Fantasy XIV. As this guide has been made from the extreme version of the game, there may be slight differences between this guide and the Unreal version on release.
0:00 Introduction
3:00 Phase 1
6:41 Add Phase
11:59 Phase 3
13:01 Quasar Explained
22:03 Sponsor
23:43 Special thanks! - Hry
A few key takeaways now that the unreal version is out:
1. Both the DPS check and the Heal checks feel much more lenient than Sephirot unreal. Runs do not have to be particularly clean to still get a kill.
2. To zombify or not during adds phase doesn't really matter. The line stack doesn't require much mitigation to be survivable, but the add also tends to die about 1-2 gcd after the line stack, so you don't really lose anything by letting the player get zombified. Just something to discuss with your group, but both methods are viable.
3. With my group's dps, the boss would hit the 75% skip immediately after the first tilt, leading to a thunder II while the boss is far away. If this happens to you, outranging the attack is much easier than trying to get behind the boss.
Hah. That segue into the sponsorship was gold. Good on ya man. The videos have definitely improved and you deserve the sponsorship.
Can't believe it's been nearly a year since checking you out.
I can tell the visual guide has improved so much from your last video. Thank you for you hard work!
Great guide as usual! I love that it's common to see "hector strats" in group finder descriptions.
Also having the video clips of the animation tells that dont have a cast bar is a really nice touch!
Also also, like you mentioned the visuals of your guides have definitely increased over time, however, I'll always have a soft spot for angry human head on a hippo icon from P2S. The MSPaint style was fun. Though it's really cool to see you improving your technique and professionalism in your videos
My FC and I just did the fight MINE to prep for the unreal, a bunch of us were pretty nervous about the balancing bit but you made it super easy! Thanks!
amazing guide! this is so visually simple and easy to understand. appreciated your effort!!!! love all your minor details in the fight. will be looking forward for more in the future!!!! cheers!
You sir, are my hero. Haven't done this fight (sync'd) since it was relevant.
Now I don't have to dredge up old guides.
Thanks for making these! I’d never have a chance of clearing if you didn’t. I NEED things explained to me like I’m five. Bless you, Hector
Nice guide as always. A nice refresher for an old fight. And congrats on sponser
This is one of my all time favorite fights, so excited to go in again and enjoy the fight and music!
I’m so excited this is the unreal. It’s the one fight I wish I could fight when it was currently released and now here we are. She’s probably my favorite Primal
Amazing guide! You helped me clear unreal sophia just the time of this comment! This was my first unreal and I just want to say thank you so much!
One somewhat obscure trick is that if you aren't in proper position in time when the Quasar balancing goes off, you can actually use a dash on Sophia while the platform is tilting to prevent yourself from falling off/into the Daughter laser. I wouldn't rely on it since ideally you shouldn't be messing that mechanic up in the first place (it's actually one of the most consistent imo) but it saved me on my last clear when I was greeding, so I'm throwing it out in case anyone else has an "OH SHIT" moment like that.
loving the picture-in-picture, great addition
Looking forward to this one. Thanks for the guide!
Thank you for all of the great guides!
as always, i love your videos for the in depth explinations.
very nice with the addition of in-game footage :D
Just in time. I had completely forgotten how to fight Sophia.
Thank you for this!
I love this fight. Only one I ever did all on DF...99 times!!!
Also, I love the new visual portion of the boss skills.
Something to consider for add phase: Couple of pulls I had just now in a (re)learning party, the dps pushed the Third add past 60 while he was facing one of them for the line AoE. This in turn caused it to cast rant in that same direction, essentially covering the entire room
I started pulling that add directly south, center of the board, then after it dropped the ice puddle, I would bring it into middle of the room. That way if the previously mentioned scenario occurred again, it'd be easier for everyone to duck behind the Third add
Excellent guide as always, though! Hadn't done this fight since it was a current EX in HW, so decided to sift thru for a refresher. :)
I 100% agree, I very rarely see the add actually face back at me after the line aoe before the rant, this strat would guarantee cleaving the whole party.
We've been doing this fight as a friend group, and found it a lot easier to have 1 tank grab the second and third, with the other tank taking the first and tanking that across the room, killing second -> third -> first. The 7 that takes second and third add are just in melee range and go behind the add when it casts rant, with the other tank just taking the vuln.
We had been trying the solotank taking the third add and the other tank taking first and second, but with the hiccups with rant and the directional parry fucking us over so many times it was just way easier for the solo tank to take first. He's a WAR so he barely needs healing even with the vuln so it's fine.
bless you mate!
One of my favorite things my Static has done since way back when is for Sin & Punishment, it was too long to call out so we just called it S&P. Eventually it became Salt & Pepper.
I am looking forward for this fight to come out as unreal
thanks hectore
Thanks!
Love the gameplay footage , that will really take the guides to the next level
You're not going to make a guide for the 3rd criterion dungeon boss?
Hi Hector, I was wondering if there would be a guide for the 6.3 extreme :o
Just released it! Had work all day yesterday and today, so struggled to find time to make.
With “modern technology” or job tools, this fight is a lot more manageable. Most jobs have a gap close skill, easily cancelling the tilt mechanics. Everyone has KB immunity, no need to panic when the head moves. Tanks have easy aggro tools and more mitigation now, so only worry is dying to knockback. Group mitigations are abundant now so messing up Sin and Punishment isn’t an immediate death sentence. I managed to solo heal the raidwide even with everyone having debuffs due to explosions. Sage is awesome in this fight because Icarus renders her tilt mechanics useless every time, I don’t have to look out where to run, just dash to whoever.
I won't mess up adds phase cos I can't unhear you saying "Parry"
Question. For the Third Demiurge in add phase. Our group last night was noticing a second line attack that faced him to the middle of the arena then he would cast the big cleave. We not doing enough damage to him?
Just unfortunate timing. He faces a random direction when doing his line aoe and he does gnostic rant at 60%. The aim is to only push him below 60 when he’s facing out at the corner, or your party is likely going to eat gnostic rant.
@@HectorHectorson Excellent! Thank you!
You can just go to the side with more tethers always unless its an even split then u run from blue
These new graphics are nice and all but its missing the charm of the scribbles :(
Great job as always, thanks for the guide.
Which software you are using for visual guides ?
9:50 with how many mitigation CDs we have at level 90, it might be better just do the line stack instead of making the DPS taking downtime (aka zombiefied)
It's not the level 90 that matters it's that now everyone has mits instead of the way it was in HW.
I'd considered this and it may well end up being the best strategy.
The advantages of zombie strat are that it requires no mitigation and let's you pass the mechanic with dead players or anyone who doesn't notice the line stack. Depending on how quickly you take out the final add, sometimes you don't lose any GCDs at all.
It will just depend on how much mitigation the line stack ends up requiring and how much health they give the adds in unreal.
If I remember correctly, there shouldn't be any downtime. Sophia's untargetable until she does the big AoE after the 1st 2 tilts. You get dezombied after the big AoE hits.
@@RyuzakiLaw1 You potentially gain a GCD or two on killing the final add, but the zombification will always be cleansed before Sophia is targetable again.
So the proximity stack happens on random quasars or specific ones?
Specific ones. It will always be on the first quasar after add phase and on the quasar during the 3rd set of clones (the thunder II -> aero combo in phase 2).
So what is the difference between Extreme and Unreal if someone could give me the lay down? Much appreciated.
Unreal are just extreme fights scaled up for level 90 characters. This fight is exactly the same, other than the changes in the game since its release (everyone has kb immunity, dps check changes when the phase skip is likely to happen)
goda motah fucking damn!
Make TEA guide please. Huhu
i love u
Great guide and visuals. I only have a recommendation of drinking water beforehand or edit out the sounds of lip smacking. I got distracted and focused on the sound of it for the remainder of the video. Keep up the great work.
hehe scales
Now post the Omega Ultimate guide a week ahead.... i dare you
Please if you're progging this on PF, DO NOT do the cardinal pairs shown in this video. Instead, do your normal intercardinal spots with tank and ranged north plus healers and melee south for melee positionals. Having one melee north and one melee south is suboptimal and should not be done.
I'm not sure how that's supposed to work. For the sin & punishment with the KB immediately after, the boss will face towards MT during the cast. You literally can't put MT on an intercardinal. Are you doing separate cardinal positions for only that S&P?
As S&P only snapshots when the circles disappear, the melee in north can adjust to stand with MT near the end to minimise the chance of missing a positional. Given how often the boss and players out of position due to slides, I've found it far more likely that a healer or caster will be out of melee range and would be better off paired with another ranged.
@@HectorHectorson I concede the MT should be north at that time, I did not think of that. However, they can be paired with a ranged DPS while both melees are intercards with a healer and the OT with the other ranged. For the KBs, I remember always immuning both times they appeared so that mechanic should not interfere with pair positions. My point, in summary, was to not have melees north when you can solve the mechanic the same way having melees south (for positionals) and in more optimal positions.
Thank you. Ive told so many people you put healers with melee. "Whyyyyy?" Why give up positionals for no reason? Just no one ever gives a good reason other than bc they just dont want to.
Its completely scripted. I did this fight over 2000x I still remember when S&P happens to this day. I believe in you. You got this.
@@HectorHectorson nah with anti kb on the head, the second SP isnt bad and players should be using gapclosers to cheese anyway (I make it on whm fine and I move it on tank fine)
Aero 3 is so rare (usually only 3x in the whole fight) that no range really wants to be far from sophia ever. You don't need perfect + or x S&P only that the tanks are in the front, that's the point.
how to have the mech sort out even before the unreal release? XD
Unreals have always been old fights scaled up to max level. There's never new mechs.
@@SapphireDragon357 sometimes they do tweak things, but this will be close enough
@@silvertayuun What did they tweak in past unreals, aside from maybe adjusting visuals to match new standards?
@@MyVanir they tweaked sephiroth unreal, iirc the tethers no longer need to be stretched and there might have been a knockback removed somewhere? i can't remember
I'll post any updates in the description if Yoshi-P pulls a fast one and makes any major changes. The only time they changed a visual for an unreal, they announced it well in advance. The only thing I expect is harder DPS and heal checks, with a possibility that they remove the ability to knockback immune the slides now that everyone has one.