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Final Fantasy XIV |OT6| Casino Royale

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Sorian

Banned
Ya. It's BLM/BLM/WHM/SCH/MNK/BRD/WAR/PLD. Just the fact that the Weapons node is magic resistant is making me ponder it. But we're cleaning up the phase good. Gotta down the Egg before 2 hour and that'll be progress.

A normal group would be this exact composition but with a SMN instead of that second BLM. Weapons node would still be the same. I highly doubt many statics were running 3 physical attackers.
 

kiryogi

Banned
A normal group would be this exact composition but with a SMN instead of that second BLM. Weapons node would still be the same. I highly doubt many statics were running 3 physical attackers.

I think the argument I've seen out there at least is that SMN doesn't have to worry about massive movement hurting DPS. And going SMN isn't a option currently yet for either of us.

Currently tho, we're hitting the hard cast timer on Kaliya's 2 hour, like it goes off before Egg even dies, but like I said, we're still cleaning up the add phase.
 

Sorian

Banned
I think the argument I've seen out there at least is that SMN doesn't have to worry about massive movement hurting DPS. And going SMN isn't a option currently yet for either of us.

Yup, almost all of second and final coil has been learning how to move and still maximize casting as a BLM.
 

Sorian

Banned
So given that it's 2 BLMs, do you think one should be stationary and left behind during the add phase?

One should be standing between the cube and the sphere, switching between the two as necessary. They will still have to move but it's a lot less movement than staying on the spheres ass constantly.

Edit: remember, they don't need to stay right behind the cube as it moves, they just need to stay out of cleave range from the sphere.
 

kiryogi

Banned
One should be standing between the cube and the sphere, switching between the two as necessary. They will still have to move but it's a lot less movement than staying on the spheres ass constantly.

Edit: remember, they don't need to stay right behind the cube as it moves, they just need to stay out of cleave range from the sphere.

Think the other thing too is sticking together to mitigate repelling cannons.
 

WolvenOne

Member
Oh, Echo started at 10% in first Coil? My memory was way off!

If it's ten percent, yeah, T8 will blow up. Anyone that can manage the tower and ballistic mechanics will clear it easily.

Same with T6 really, even bad players should be able to handle the burn method at that range.
 
Oh, Echo started at 10% in first Coil? My memory was way off!

If it's ten percent, yeah, T8 will blow up. Anyone that can manage the tower and ballistic mechanics will clear it easily.

Same with T6 really, even bad players should be able to handle the burn method at that range.

What?!

I thought first coil got 5% every two weeks.

If it starts at 10, I will cry tears. I want to fucking farm 9 so badly
 
Turn by turn if I recall correctly. In other words, T9 still has awhile to go.

It was every turn at once when echo started in 1-5. The only thing that took time was certain mechanical nerfs that were about 2 weeks later. I'd be amazed if that's the case this time around though since every fight has multiple mechanics that honestly should be nerfed if they want the average Joe to be able to clear anything.
 

Demoskinos

Member
You should only transpose into fire III if you have a firestarter proc ready. I believe it's a DPS loss to slow cast a fire III. Also, I open with thunder III. No real difference but I find it to be a good habit so that I don't pour too much enmity on at the beginning. Probably helps with timing too since you don't want to lose ticks and you waste more time in the opener because you have to slow cast fire 3.

Edit: also, I suck at it myself, but train yourself to use aetherial manipulation to move around. It gets you less travel time and more casting time.

So if I'm losing dps by slow casting Fire III then should I just be building astral fire stacks with Fire I's or what?
 

iammeiam

Member
I mostly just want to see past second golems? So 10% echo and a reduction in meteor explosion range would make that doable in DF probably.
 

Sorian

Banned
So if I'm losing dps by slow casting Fire III then should I just be building astral fire stacks with Fire I's or what?

No, you should never build fire stacks one at a time. At the beginning, or if your stacks ever fall off completely from fight downtime, you have to slow cast fire 3. Later on, you'll just fire 3 directly from umbral ice to astral fire.
 

Sorian

Banned
Think the other thing too is sticking together to mitigate repelling cannons.

Right, you want 3 DPS and 2 healers right up against the sphere eating repelling cannons. That leaves one DPS (one of the BLMs) who should be standing in front of the sphere but behind the cube. They just need to stay out of cleave range from the sphere. Alternatively, they could also just stand near the egg if they are still able to target both.
 

WolvenOne

Member
Honestly, just as well. I need to take some people through second coil and farm out some weapons before going into final coil. Anything that stream lines this will be much appreciated.

I mean nobody wants to spend two or three weeks learning or teaching each turn at this point.

Edit: changing the meteor explosion range was mentioned as a potential mechanical nerf for T9.

Id actually support that, but only to a certain degree. The meteor phase does at least teach people to be more situational aware, and that's a good skill to develop for final coil.

So, yeah, easing that up slightly for the sake of easier learning would be fine, but it shouldn't be eased up to the point where it can be largely ignored.

Mind you, knowing SE, this won't be an issue.
 

Demoskinos

Member
No, you should never build fire stacks one at a time. At the beginning, or if your stacks ever fall off completely from fight downtime, you have to slow cast fire 3. Later on, you'll just fire 3 directly from umbral ice to astral fire.

Okay, might have just mis-interpreted your first response. Which, is what I normally do but I was playing around with the transpose out of the Umbral because at least in theory I was thinking that transposing it before hand would allow for extra damage on that fire III. I guess I can see your point though that the cast time wouldn't be worth the extra damage on that fire III.

You think it would be worth Transposing then swiftcasting a Fire III if fire starter isn't up? Cause I really never use Swiftcast all that much on BLM for anything else.
 

Valor

Member
I mostly just want to see past second golems? So 10% echo and a reduction in meteor explosion range would make that doable in DF probably.
Maybe. I forsee the echo damage causing issues with Golem feeds. DPS needs to scale back to allow the tanks to feed. Odds are DF are going to use one tank method, which is all sorts of messy.

Honestly, just as well. I need to take some people through second coil and farm out some weapons before going into final coil. Anything that stream lines this will be much appreciated.

I mean nobody wants to spend two or three weeks learning or teaching each turn at this point.
Two relatively obvious things I feel I need to point out. One is that you'll likely need a lot more than just weapons to tackle Final Coil, two is that it doesn't require weeks to teach and learn each turn now because of the lack of lockouts.
 

Sorian

Banned
Okay, might have just mis-interpreted your first response. Which, is what I normally do but I was playing around with the transpose out of the Umbral because at least in theory I was thinking that transposing it before hand would allow for extra damage on that fire III. I guess I can see your point though that the cast time wouldn't be worth the extra damage on that fire III.

You think it would be worth Transposing then swiftcasting a Fire III if fire starter isn't up? Cause I really never use Swiftcast all that much on BLM for anything else.

Ah I forgot about swiftcast. So there's two times where you use that, if it's a fight where you move a lot that's what you should use to move and continue your rotation. If you are stationary and know you will be for most of the next minute, you should cast fire until at about 900 or lower then swifcast flare, convert, do one fire 1 then blizz 3 and continue like normal.
 

dcye

Member
Final got our new tank geared (after ours left server unannounced day before patch) and hitting T10 full time. 3% wipe, hit soft enrage at 4%, would've cleared if the WHM wasn't dead pre-enrage. Couldn't cure-bomb through it without her.
 

iammeiam

Member
Maybe. I forsee the echo damage causing issues with Golem feeds. DPS needs to scale back to allow the tanks to feed. Odds are DF are going to use one tank method, which is all sorts of messy.

I sort of expect DF to not allow the one tank method--I can't think of any DF content that doesn't enforce 2/2/4 comp? PF will be a solo-tank mess, but my impression is that that's already happened.

I'm not saying it will be easy or fast, but given terrible DPS being pretty common in DF (I was still dying inside slow conflags at 20% echo when trying to DF T5 clear) id be surprised if too much DPS was a problem.

Just let me have my delusions of progress for like a day. Sheesh.
 

Demoskinos

Member
Ah I forgot about swiftcast. So there's two times where you use that, if it's a fight where you move a lot that's what you should use to move and continue your rotation. If you are stationary and know you will be for most of the next minute, you should cast fire until at about 900 or lower then swifcast flare, convert, do one fire 1 then blizz 3 and continue like normal.

Your talking on my opener right? So like...

Raging Strikes >Thunder II > Fire III > Fire I x 4 > Swiftcast > Flare > Convert > Fire I > Blizzard III ??

You think its worth the money for mats to get INT potions worked in to the opener as well?
 

Sorian

Banned
Your talking on my opener right? So like...

Raging Strikes >Thunder II > Fire III > Fire I x 4 > Swiftcast > Flare > Convert > Fire I > Blizzard III ??

You think its worth the money for mats to get INT potions worked in to the opener as well?

Opener and anytime convert and swiftcast are available at the same time again, it can usually happen 3 times in a longer fight. I wouldn't recommend INT potions now. That's for when you are doing cutting edge content and your group is on the cusp of clearing but youre just short on enrage timer. I feel its a waste if your dps is already enough to get you through the fight.

Edit: Also, you might only get 3 fire I's before the flare. Remember, you need about 275 mp to cast flare so that jus depends on how much MP you have when in a raid group.
 

WolvenOne

Member
Two relatively obvious things I feel I need to point out. One is that you'll likely need a lot more than just weapons to tackle Final Coil, two is that it doesn't require weeks to teach and learn each turn now because of the lack of lockouts.

I'm fully aware that 115 weapons are not enough to tackle the entirety of second Coil. However they are sufficient to begin work on the first turn. Additionally, I've asked a couple people to change classes, so they will need the gear in any case.

Second, ending the lockout helps, but for the average player it can still take a not insignificant span of time to learn second coil turns, as they are now. Also, keep in mind that being able to go into a turn at any time, doesn't help if you end up in a group stuck at an earlier point in the fight than you wish to practice.

But, whatever, it is what it is.
 

Demoskinos

Member
Opener and anytime convert and swiftcast are available at the same time again, it can usually happen 3 times in a longer fight. I wouldn't recommend INT potions now. That's for when you are doing cutting edge content and your group is on the cusp of clearing but youre just short on enrage timer. I feel its a waste if your dps is already enough to get you through the fight.

Cool! Thanks for the responses.
 
I'm fully aware that 115 weapons are not enough to tackle the entirety of second Coil. However they are sufficient to begin work on the first turn. Additionally, I've asked a couple people to change classes, so they will need the gear in any case.

Second, ending the lockout helps, but for the average player it can still take a not insignificant span of time to learn second coil turns, as they are now. Also, keep in mind that being able to go into a turn at any time, doesn't help if you end up in a group stuck at an earlier point in the fight than you wish to practice.

But, whatever, it is what it is.

You mean final Coil right? Because 115 weapons are more than enough for 2nd. Getting 2nd Coil down doesn't automatically make you a pro at final, don't assume that 115 weps aren't enough when everyone so far has done it with them.
 

IvorB

Member
So I'm a BLM and I've been toying around with rotations to try to feel out if I can squeeze more out of my rotation as I'll be jumping into Final Coil soon. Right now I've got this... and of course this is not including any Thunderclouds or Fire starters that might proc

Thunder II > Fire III > Fire I x4 > Blizzard III > Thunder II > Transpose > Fire III > Fire I x4

I figured out that if I do this even without any food I'm left with EXACTLY 79 MP which is exactly what Blizzard III costs with astral fire up allowing me to continue the rotation from there by casting Blizzard III at the end of the second set of Fire I's

I'm just curious of there are any other optimizations I might be missing? I try to use Manawall/Manaward to avoid having to move when I can and when I absolutely have to move I'll use scathe until I can afford to stop and restart my rotation.

Can any Final Coil worthy BLM's give any more pointers?

How come you don't use Flare?
 
Your talking on my opener right? So like...

Raging Strikes >Thunder II > Fire III > Fire I x 4 > Swiftcast > Flare > Convert > Fire I > Blizzard III ??

You think its worth the money for mats to get INT potions worked in to the opener as well?

I'd say move the raging strikes to later in the opener so that you can avoid it dropping off early if you get a lot of procs. Buffing Thunder 2 is not really worth it at the cost of a Fire/Fire 3.

Speaking of procs, I prioritise Firestarter over Thundercloud if both are up at the same time, to pick up Firestarters that would be missed otherwise, so:
[...] > Firestarter > Fire > Thundercloud (Thunder 3) > Firestarter? > Fire > [...]

Also, seconding what was said about using Aetherial Manipulation. It will change your life. My AM recommendation is to start a cast before you use it if you think you can get away with it, because a) you can use the spell cast time to work out who to move to rather than just standing there doing nothing, and b) if you're lucky, you might hit a Firestarter proc if you were casting Fire. Reason A is particularly handy if like me, you use a controller, because you don't have the luxury of directly clicking on a party member.
 

Item Box

Member
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so where do I buy
 

WolvenOne

Member
You mean final Coil right? Because 115 weapons are more than enough for 2nd. Getting 2nd Coil down doesn't automatically make you a pro at final, don't assume that 115 weps aren't enough when everyone so far has done it with them.

Whoopsie, my bad. Yeah 115 weapons are overkill for, "starting," second Coil, I had meant Final Coil. XD
 

BLCKATK

Member
Hope they post the patch notes soon. I'm wondering what the nerfs for T9 are gonna be. My static came very close to beating her before the echo hit but just wasn't possible with the lag and real life interference. I'm hoping that the echo kill will still have some dignity to it.
 

scy

Member
Mechanics within the Second Coil of Bahamut have been adjusted as follows:

Second Coil of Bahamut – Turn 1
Damage dealt by the attack Blighted Bouquet has been reduced.
Damage dealt by the attack Sharp Sting used by dark matter hornets has been reduced.
Dark matter hornets will no longer continue to spawn after phase transitions, even when players are afflicted by the Honey-glazed status effect.
Damage dealt by the attack Acid Spray used by acidic honey has been reduced. Furthermore, players will no longer receive a damage vulnerability debuff.

Second Coil of Bahamut – Turn 2
The attack power and evasion of Renauld has been reduced.
The Stone Curse status effect inflicted by Cursed Voice and Cursed Shriek has been changed to Petrification, which now lasts only 10 seconds. Furthermore, petrified players will no longer be immediately incapacitated upon taking damage.
When afflicted with Cursed Voice or Cursed Shriek, Renauld will now be petrified for 60 seconds.
Damage dealt by the ground attack Discipline has been reduced.

Second Coil of Bahamut – Turn 3
The enhancing effect granted to the Avatar when multiple support modules are charged in unison has been reduced.
Damage received from the Languishing effect when operating the support modules has been reduced.
Damage dealt by the attack Landmine Auto-detonation has been reduced.

the dream
 

iammeiam

Member
I don't know how many months later but I finally got the T8 mapping the realm achievement. I will be forever sad that my achievement history has the turns in order, though. That's not how it happened!

Now all I have left is DF T9. Give me all the nerfs. All of them.



Edit: oh god what they didn't nerf T9?

Why. Why do they do this to me.
 
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