Honestly, as far as time frames go the expansion should be getting released right around when they would normally do another coil nerf. I won't be surprised if nobody even cares/bothers with FCOB after the expansion brings up the level cap.
Printable View
Honestly, as far as time frames go the expansion should be getting released right around when they would normally do another coil nerf. I won't be surprised if nobody even cares/bothers with FCOB after the expansion brings up the level cap.
The damage from Wild Charge has been greatly reduced.
The ability Heat lightning is no longer applied as an area of effect spell.
The damage increase from Heat Lightning has been greatly reduced.
The damage from Cyclonic Chaos has been greatly reduced.
The length of Prey has been increased.
The damage from Prey has been reduced.
Erratic Blaster is no longer applied if the target of Prey is at full health.
The damage from Erratic Blaster has been greatly reduced.
The paralysis effect from Erratic Blaster can now be removed.
The non-boss monsters in Final Coil of Bahamut Turn 2 are no longer resistant to physical or magical damage.
Kaliya's Nerve Gas ability will now always be used in the same order.
Kaliya's Nerve Gas ability will now always be used on the highest enmity target.
Kaliya's Seed Of The River and Seed Of The Sea will now always be used in the same order.
The Gravity Node is no longer resistant to physical damage.
The Weapons Node is no longer resistant to magical damage.
The damage of the ability Repelling Cannons has been greatly reduced.
The Electric Node no longer has the status effect Energy Field.
Kaliya no longer gains the status effect Critical Strikes.
Kaliya no longer gains the status effect Energy Field.
Kaliya's ability Nanospore Jet will now only target two players, down from four.
For FCoBT3 things I'd imagine is probably reducing the number of Black+Whitefire to just the OT one, reduce the brand damage, reduce the damage of the dot from a failed redfire and remove the buff from bennus being raised too close to each other. Maybe reduce the number of stacks from each fountain as well.
I'm just curious, what is it about turn 5 that you find so random?
Divebombs are easily avoided using a known strategy where you stand in a crevasse and simply have the whole group run forward a bit and then back to the original spot baiting divebombs towards a specific direction essentially.
The only semi-random thing I can think of is twisters which aren't actually random at all and are also easy to avoid once you know how they work, spread out and start moving as soon as you see the cast bar for twisters.
I'm late to the raiding game - but are there post-nerf raid guides? I'd imagine some of the strats have changed quite a bit and 30 minute videos are no longer necessary for T5-T9.
T10
Wild charge damage reduced
Tether damage reduce (2 people can take tether)
Effect of vulnerability is great reduced
The paralyze from prey can be esuna'd
Prey does less damage
Adds no longer tether
Bosses name changed to "Notsuguud"
Strategies likely vary a little bit but I would say that 9/10 times if you watch a video guide of the pre-nerfed content and you will learn everything you need to know about how the fight works.
Any additional post-nerf strategies, such as ignoring specific mechanics, can be explained by your party when you enter the turn. The main thing the nerfs did was turn a lot of 1-shot kill mechanics into non-1-shot kill mechanics but the fights are still essentially the same.
Personally I recommend the video guides on youtube by mtqcapture since I find they are the most informative and easiest to follow but to each their own.
Nobody is going to do guides for outdated content because the audience is not as big.