Game still doesn't support audio-device switching, but FMV files played within the game respect the default playback device of the OS.
Not going to get A4S down in time for 3.2
Only have around 5 hours in there total but we were progressing on the 4th leg.
Good news is I have a great static now, cleared A3S in ~2 hours. (5 people cleared for the first time)
I honestly felt more accomplished at having A3 killed rather A4. A4 is just a shit show, no clear indication when a tank buster is going to happen for a vast majority of the fight, quarentine is a shit mechanic, having fake lasers, easily cheesing the fights most challanging mechanics. I don't really see the accomplishment of beating such a poorly choreography fight with poor indication of what is going on.
A3 overal was a better designed fight than A4 despite having a really cruel dps check early on in the fight.
100% agree. A4 is a shit show. I hated my first night in there as a MT. No indication of hydro coming just have to memorize each legs rotation. There is zero sense of build up what so ever.
If 3.2 was March first we would have had it down but everyone wants to rest before progression starts again.
Gotta cosign A3 feeling much more satisfying and accomplishing to clear. That being said I do enjoy tanking A4, especially on DRK. One thing I do like about the fight is that there's kind of multiple ways to approach certain aspects of it. I've tanked the fight half a dozen different ways on both DRK and WAR and I think future fights could do with more variance like that, even if the differences are only minor (MT picking up the big doll and the boss, MT picking up a small add whilst OT tanks big doll, OT doing discoid orbs, etc) it at least felt like you could tailor your strategy around your group to a small degree. Struggling with the DPS check on leg 3? Have the MT pick up the big doll, OT can feed an add and you can leave an extra DPS to tunnel the leg making the check easier. Tankbuster during discoid orbs in the final phase is sketchy? Have the OT grab balls so one of the healers can focus almost entirely on healing.
Off the top of my head T7 and T12 are the only other fights I can really think of where you could kind of swap around peoples responsibilities a little to fit your group (namely who dealt with adds, redfire and how you deal with the fountain), but I feel like they had a bigger impact in A4 at least. It made learning the fight and running it with different groups enjoyable to me, because I was constantly getting to figure out new ways to do things and optimize my CD rotations for each strategy, and it lets me make a few different suggestions if I'm filling in for a group helping with progression and see them struggling with X or Y part of the fight.

Sad that the MT DRK is going to be the reason that I can't get A3S down before 3.2 due to him failing to re-positioning boss post add phase and gets 2-4/8 killed from cleave and panics during the tether + deathball phase.
Mind you all that this is the same static that didn't wanna do A3S till all were @ i200+![]()
Uh, just memorize the timings? They happen at the same time in every leg/phase, lol.
Same shit as A3. He just swipes at the same time every time. That was their whole point - you are supposed to memorize the timing.
Edit: Also, if you look at the manipulator he does sort of a squatting motion before he shoots the missile.
As a MT I'm actually hoping they continue the trend of no-castbar tankbusters, I felt like they made the fights more fun to learn. Having to eat most of them without defensive stances and in STR gear (due to tight enrages) also motivated me to try to constantly optimize my CDs and to actually communicate with my healers.
Gordias Savage was an awful tier for a lot of reasons but from a tanking POV I really don't have a lot of complaints about the design/mechanics of the fights. Like Kiarax said, there are a lot of different things you can assign your tanks to do in A4S, and I found all of the A3S tank responsibilities to be really fun (especially Drainage and having to move a cleaving boss across the arena).
I had an OT that during the ball/tether phase would drag the boss from one edge of the arena all the way to the other edge of the arena and when puddles would respawn they would spawn under the boss nearly haulting all dps on him depending on how far in he is. I don't understand why people just can't go back into the middle and face him to one of the existing puddles.Happens occasionally with our new OT but with this raid cycle finally over hopfully there wont be anymore shit like this.
A couple things that really helped me during A3S last phase.
During the first cascade Ferrofluid - Either get pushed back between the ball/tether puddles or if you have +/- stand at the edge between the ball/tether puddles. This allows a one movement positioning.
During the 3rd Cascade Ferrofluid - If I got the +/- I would position him at the protean puddle. If I got +/+ -/- and was getting pushed back I would get pushed next to the Ball puddle and just leave the boss there. If you stand right on the edge with the boss the ball just floats out of bounds and the OT can use the normal position for the 2nd ball. (next to the protean puddle)
Our tank swap rotation was First cascade MT, 2nd Cascade OT, 3rd cascade MT for 2 cleaves, OT for 2 cleaves. This kept the rotation the same once the repeat started.

1% wipe-> regression @ A3S....sighhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I have a stack of complaints.. but I can sum them all up into this: Please stop standing in AOEs..
I think I had about a 60-70% hit rate in Antitower as WHM. Shit was terrible; definitely need those acc melds, normal gear's just not cutting it anymore, even for dungeons.
(Also, Antitower's balance seems off? The final boss seemed to be the easiest one in there.)
If acc is that bad in an EX dungeon, shit doesn't bode well for healer DPS in savage.