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Random Thoughts.....What Are You Thinking? |
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Random Thoughts.....What are you thinking?
Kalila said: » It's about time they added % remaining for your target. Every coil boss uses % phases pretty much, but this was unacceptable in coil 7. For those who don't know, moving past a certain % in 7 would move into the next phase. Acceptable, except that the bosses move rotation starts over, and the only way to avoid one of her abilities (a AoE petrify centered around one of your party members) was to hide behind petrified Renauds to create a save zone 'cone' your team stands within to avoid. The issue is if you pushed the boss into a phase incorrectly, the Renauds would wake up and kill everyone pretty much instantly. This mechanic was strictly pushing the boss into a certain % after she used an ability. There was no way of knowing (legitly) of where her HP was at before pushing it. This should have been in the game sooner, but I guess they added it because of what they did. It's easier to add a % than to fix your own content the players already had to learn. Making a blanket out of this
Vyrerus said: » Oooh, you know, that might be why my group is having issues with it. Had not thought of that before. :O Vyrerus said: » Kalila said: » It's about time they added % remaining for your target. Every coil boss uses % phases pretty much, but this was unacceptable in coil 7. For those who don't know, moving past a certain % in 7 would move into the next phase. Acceptable, except that the bosses move rotation starts over, and the only way to avoid one of her abilities (a AoE petrify centered around one of your party members) was to hide behind petrified Renauds to create a save zone 'cone' your team stands within to avoid. The issue is if you pushed the boss into a phase incorrectly, the Renauds would wake up and kill everyone pretty much instantly. This mechanic was strictly pushing the boss into a certain % after she used an ability. There was no way of knowing (legitly) of where her HP was at before pushing it. This should have been in the game sooner, but I guess they added it because of what they did. It's easier to add a % than to fix your own content the players already had to learn. My groups issues are more based around the "don't blast the healers in the back" problem. Leon Kasai said: » This Medabot has it's own Medabot.. wat? ![]() Lol, the other day we were having this beautiful attempt. No deaths, perfect renaud stacking, and one our Dragoons did not notice he had Shriek, even though we were all screaming at him.
How do you enable ghosting for the horses in skyrim? I can't find the command for it
Unless RoD meant collision Still haven't stepped into Second Coil. I'm reluctant to do stuff with randoms because of my Levi EX and Twin experiences with them.
My static is stuck on Twin right now. Our SCH is less than amazing, so our main tank is getting downed during the snake burn. That phase si the most difficult part of the fight though, so it'll be fairly smooth sailing after a few attempts into Twisters. Still, I'm kind of annoyed I haven't been into Second Coil three months after release though. still havent beat twin after our static crumbled. Not too optimistic I will get to second coil :c
Actually something I'm curious about for Turn 6. I know getting rid of honey is important and it involves the devour mechanic, but do you need to be actually devoured or just in front of it in a bramble patch?
used to be a glitch where you didnt need to get devoured, dont know if it exists anymore. should only need to be devoured twice at max though so it doesnt really matter
I was under the impression leaving honey on anyone was a terrible idea.
Healers have it hardest when it comes to coil. There begins to be some heavy tank checks and DPS checks, but healers will always have it hardest.
You progress when your healer manages to learn and perform to the required level to complete the run, no way out of it. If your group can't go more than 3 times a week, it really hinders progress coming off of a break. My group has it rough if we take a break for more than 10 min lol. this drink takes time to proc.
Valefor.Prothescar said: » used to be a glitch where you didnt need to get devoured, dont know if it exists anymore. should only need to be devoured twice at max though so it doesnt really matter Sophie Tilgung said: » I was under the impression leaving honey on anyone was a terrible idea. should only see honey once before the phase shift, at max 2 if your DPS is weak. by the time phase shifts the boss should have at most 2 stacks Kalila said: » Healers have it hardest when it comes to coil. There begins to be some heavy tank checks and DPS checks, but healers will always have it hardest. You progress when your healer manages to learn and perform to the required level to complete the run, no way out of it. If your group can't go more than 3 times a week, it really hinders progress coming off of a break. My group has it rough if we take a break for more than 10 min lol. agreed for everything except turn 7 and turn 8. turn 7 is a huge OT and kiter check, turn 8 is entirely a DPS check scob is totally about personal responsibility of your party members, if one person fails one mechanic you're gonna wipe, over and over and over again
what has worked for us is yelling really loud when someone *** up i should reactivate this weekend and prep up for update...
ugh, found out i need about $800 soon for dental work :/ Asura.Fondue said: » scob is totally about personal responsibility of your party members, if one person fails one mechanic you're gonna wipe, over and over and over again p much. it comes down to lazy and somewhat incompetent encounter design; notice how every major fight in the game relies on one shot mechanics or otherwise removing people from a fight instead of anything that's actually interesting. Valefor.Prothescar said: » Sophie Tilgung said: » I was under the impression leaving honey on anyone was a terrible idea. should only see honey once before the phase shift, at max 2 if your DPS is weak. by the time phase shifts the boss should have at most 2 stacks Kalila said: » Healers have it hardest when it comes to coil. There begins to be some heavy tank checks and DPS checks, but healers will always have it hardest. You progress when your healer manages to learn and perform to the required level to complete the run, no way out of it. If your group can't go more than 3 times a week, it really hinders progress coming off of a break. My group has it rough if we take a break for more than 10 min lol. agreed for everything except turn 7 and turn 8. turn 7 is a huge OT and kiter check, turn 8 is entirely a DPS check Asura.Fondue said: » scob is totally about personal responsibility of your party members, if one person fails one mechanic you're gonna wipe, over and over and over again what has worked for us is yelling really loud when someone *** up Valefor.Prothescar said: » Asura.Fondue said: » scob is totally about personal responsibility of your party members, if one person fails one mechanic you're gonna wipe, over and over and over again p much. it comes down to lazy and somewhat incompetent encounter design; notice how every major fight in the game relies on one shot mechanics or otherwise removing people from a fight instead of anything that's actually interesting. probably because your OT is lacking. the only dangerous part of that fight for a healer is the first set of adds whose responsibility falls on the OT, otherwise they just have to pay attention to which one of them gets voice to stone the renauds. melusine, archers, and prosecutor are weak as hell
not sure how creative they can get lol I do enjoy 6-9 more than 1-5, unfortunately my group has been missing an 8th for weeks now and every rep we get cant stay or disappears or whatever
our newest recruit for the "fulltime" position had never beaten 6 c.c so 6-9 lastnight was great fun Valefor.Prothescar said: » probably because your OT is lacking. the only dangerous part of that fight for a healer is the first set of adds whose responsibility falls on the OT, otherwise they just have to pay attention to which one of them gets voice to stone the renauds. melusine, archers, and prosecutor are weak as hell my static dissolved so I've pretty much said *** coil at this point. waste of my damn time to bother doing it in PUGs and I'm not worried about doing any more until the next coil is released since hunts and CT will drop oil/sand anyway
While 11 is different from 14 I really do enjoy the fights more in 11 since even if one person *** up (or even two) you can recover. Too many "1 *** up and you're done" kind of fights in 14.
Kalila said: » You really can see the lazy battle design in T7 when such a broken mechanic is left in and unpatched basically telling people to deal with it. I've only seen what you're talking about happen 1 time and that wasnt a dps related issue, was just because we had tried stacking renaulds and the first one we stoned woke up before a long healer voice since we werent killing it (so we never tried stacking again) but we do hold damage at certain spots so we arent going into adds with a shriek out what makes me mad about xi now is canopierce z.z 500 one time 2500 next
I dont even get it i've died to the rasp from canopierce while refreshing ionis or buying airlixirs more times than i've died from the actual wopket fight
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