Shinryu never got nerfed, he's just a victim of gear creep. He was intended to challenge us at item level 290, now we're synched to 400.
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Shinryu never got nerfed, he's just a victim of gear creep. He was intended to challenge us at item level 290, now we're synched to 400.
You take maybe 2 stacks of Moon, and then move to the Sun. Fluminis Storymode is pretty easy.
Please learn and improve, dont make XIV become like a AutoPlay mobile game like Raid Shadow Legends or AFK Arena ;)
Also always do mechanics first, rotations comes after. If you mess up mechanics, it doesnt matter if you got to do your rotations if you end up on the floor hehe
If some people do not agree with op thread subject, for god sake, no need to just attack him for saying what he thinks even if you don’t like it! It’s silly tbh. As for tsuk. For me it’s not a hard fight if you know mechanics and learn them well, it will take more for some people to get the hang of it there is nothing wrong with that, shout out to all posts who were trying to be nicer and explained to op, it costs nothing to be just nice to others you know! I’m out.
I think most of us figured that out just from the OP.
They did actually. In the first phase, less adds spawn. When it was relevant, there was basically only one safe spot in the purple aoes. Now only 3-4 adds spawn when it was more like 8. Not sure if they changed anything in the other phases though. I think the earth cone aoe Sludge damage feels way less but that could just be ilevels.
If you're finding it difficult.... (As someone who did that trial as their first welcome back to game trial... Because that's where I left off)... I suggest checking out youtube walkthroughs, and finding a group of people to learn it with.
Unfortunately, they can't make everything super easy. There has to be somewhat of a difficulty scale, and different mechanics.
Good luck on future trial and dungeon runs.
Guess she was right, your death will be all the sweeter.
This fight actually isn't hard at all. The only way you would consider it difficult is if 1) you don't know your job's rotations or 2) you are undergeared. I would suggest upgrading your equipment, learning how to play your job and pay attention to the flow of the fight. It's honestly no different from other boss fights.
The two mechanics look and function differently, but it is handled exactly the same way and the result from doing the mechanic correctly is swapping one debuff with another to prevent death (crazy that failing the one in WoD still oneshots me @80 lol) I'd say the difference is that with moonbabe, you'll have to repeat it at least twice to prevent the stacks from getting to 5 during its phase.
The stacking of mechanics is something the OP will have to get used to. I believe it's around here that mechanics in NM starts utilizing the background more as well. I bounced like a trampoline during my first Susaku fight.
Here we have Titanman in there natural habitat. Look how they make a topic. An it a beauty. Crucky they called someone a hard core gamer.
That trial is fine as it is, its not hard, learn, adapt and overcome.
How many troll threads does this guy have make before you guys stop enabling him?
[Disclaimer: I too know about the nature of this thread, but I want to give my insight anyway on the fight.]
I've seen people get knocked out by Tsukuyomi's ground moon phase from time to time, even after I have explained the mechanics to the new ones. Despite that, it still doesn't give you or anyone else an excuse to ignore this mechanic or say the instant death debuff is "new". The reason I say this is because because the "Doom" debuff has been seen in other mandatory MSQ duties - the first boss's room wide doom on "The Sunken Temple of Qarn" normal dungeon come to mind.
As far as most wipes on Castrum Fluminis goes, most of the party wipes occur during the Shiva-like spinning fans + Lunacy stack combo. Most people, especially first time healers, panic on dodging the fans and/or forget to stack with others to split the massive repeating damage. It domino effects into the party getting knocked out in about 10-20 seconds if players are unable to dodge and mitigate the stack effects as necessary.
Very good insight, and I forgot about the stack marker during the fan phase of that fight. Though I suppose first timers should really just focus on dodging the fans. On NM, having 1-2 players outside the stack marker won't hurt too much, especially if both tanks are in there. When I did that fight my first time, there was a lot of resets because nearly everyone was new to the fight, including myself and the other healer. That was the advice given to us by a really nice and patient tank. He also tossed a marker on himself because peeps kept eating the TB while dodging the fans as well, that way they knew to stay away from him.
I did also want to point out that Qarn is actually an optional dungeon. I do believe the MSQ eventually does force you to go in there, but it is well after the minimum lv requirement to enter. It is still one of the earliest instances that players have to deal with doom. Doom is an interesting debuff because it's inflicted through various means. There are also multiple ways that it is cleansed. Sometimes a boss just straight throws it on you like in Qarn, Doomgaze, and Diabolos. Other times, it is placed on you as a result of failing a mechanic as is the case with both the Ahriman boss in WoD and Tsukuyomi. There are also other death sentence type debuffs other than doom such as Mortal Flame in Swallows Compass.
Anywho, I do agree about the fans being the biggest culprit. By themselves, they are not bad. It's a good example of distraction type mechanics where other AoEs attempt to divert your attention from the one about to slam you.
This bait so yummy! Cannot resist the urge to post a reply....
OP aside (then, why am I posting here? ah, right, bite the bait^^), once in a while something different than "whack a boss until it dies" is needed in MSQ too.
But still didn't got anything I cannot progress in a couple tries, and I'm not that smart, so I think difficulty level of MSQ duties is ok. Fluminis raised the bar a bit, but with all the ilevel pumping up it will be no issue pretty soon, if already it is not.
I personally thought Ghimlyt Dark dungeon was quite harder, its last boss constellation to be precise; ignoring that a trial <-> dungeon comparion is iffy, though. Never want to do that one more than necessary and with 50/60/70 roulettes giving only meh xp rewards, I won't have to fortunately XD. I don't have - in comparison - a fair evalutation for Shinryu as the whole party had quite a good chunck more HP than my WAR, thus basically carrying me through the trial. I actually died during the 2nd phase after landing on the ground because I didn't locate the tiny safe spot in time for the huge-ass AOE. Didn't have this impression during Fluminis.
http://www.relatably.com/m/img/stupe...es-Minions.jpg
How to fail at trolling
1. Forget People can look up your character and see your level 80 battle class ;)
2. Troll so often people know your trolling.
inb4 very easy mode difficulty will also be added to dungeons and trials.
Step 1 - See suspicious thread title
Step 2 - Notice OP is TitanMen
Step 3 - Close obvious troll thread
I just watched a video on this, and don't recall doing it. (Started in January 2019). Is it required now?
Actually, it's the same amount. The difference is that, thanks to inflated gear, the first wave dies before the second spawns, who then die before the third. At launch, with low DPS, you could have the waves overlapping. And if the big ones started blowing up, it could kill people, so you had to focus them down rather than AOE the entire pack; and, if they didn't all die fast enough, Shinryu would wipe the party with Protostar. Now the adds just kinda melt.
Honestly, I was there when 4.3 dropped and I did feel that Tsukuyomi was pretty much pushing the limits for what a mandatory MSQ fight ought demand.
I feel the main issues are the min iLvl (which was probably demanded by the xpac roadmap, but is really too low for the average DF group to be comfortable; when helping people through it in 4.3 I found it went much smoother using PF and requiring 350) and the fact that there are certain mechanics combos here that are really punishing, and even beyond what Extreme demands (the most notable being that Normal - and only Normal - combines the half arena AoE with Shiva circles, and you often must wait for the Blade AoE to go off before the safe spot for circles is available; the dodge time for this can be extremely tight, and any mistakes result in a party that is very vulnerable to wiping to Lunacy).
(As an additional emphasis-aside, let's keep in mind that Shiva circles alone are considered an annoying enough mechanic that the popular PUG strats for fights featuring them - including TWO of the current ShB Extremes! - routinely simply eat one and deal with the vuln as the path of least resistance. Here you can't even afford to do that, and this for a STORY mode fight at that ...)
It's undeniably "that one boss" of SB, even more so than Shinryu.
Shinryu was honestly harder on release then Tsukuyomi as there's a lot more initially vague mechanics and instakills being thrown around, whereas Selenomancy is the only thing that can be a bit confusing the first time it's encountered in the latter's case.
These days it's usually easier just because it gets melted too quickly for a lot of the problematic stuff to even happen.
id say keep trying. it took me 5 attempts as well the first time I did it. you only have to pass it once. if you luck out with a good party, it will increase your chance to win. practice makes perfect in the end.
Dear OP,
I will assume you are trolling. But in case you are not, or in case anyone agrees with your opinion, I suggest the following perspective:
FFXIV has content for a wide range of players. Most of the game is accessible to you already, requiring little to no playing skills beyond logging in, basic navigation and pressing 1-2-3 in that order repeatedly. However, you are correct that Castrum Fluminis, among other fights in the MSQ, require actual gameplay abilities and may benefit from practice, meaning its possible you fail.
Now, seeing how somebody struggling with Castrum Fluminis has already completed most of Stormblood, you have the core game and 2 full expansions of content available to you already. There will be content further down the road that you will never be able to complete, and you will be equally unhappy when you find out not everything was designed to accommodate entry level playing skill (1-2-3).
As such, and seeing how you seem thoroughly disturbed by having to try multiple times to beat Castrum Fluminis, and will possibly one day encounter even worse content that will leave you angry, lost, sad and confused, I suggest the following: Let Castrum Fluminis be your characters finale. This is YOUR Eorzea, and as so many players here unwilling to extend their gameplay skills to access content they deem hidden behind "walls", you can just decide that having access to months and months of content is enough, and your story ends at the feet of Tsukuyomi (nice feet, too!). you will see players with gear from distant lands and strange bosses that you have never seen, but that would always have been true, no matter how easy Castrum Fluminis is nerfed down to be.
I know players who play less than you, have more responsibilities in RL and still manage to beat the odd Savage raid. Its not the demanding real life that is your wall, its not the overly hard design of castrum fluminis that is the wall - the wall is in YOUR mind. But it would require effort to overcome those walls, and its a game after all ,right?
So I congratulate you on a fitting end to your heroes journey - he/she certainly saved Eorzea enough times before Tsukuyomi finally took her down,right? Let your hero, finally, rest.
Entire thread: STOP! Stop replying! Troll thread alert!
Everyone with a knee-jerk reaction, not even reading the first page: *deep inhale*
Qarn becomes a mandatory story dungeon during patch 2.1. That is why the "doom" debuff is not a first time thing in the Main Story quests.
There is a side of me that is glad the Shiva circles + conal spear aoe marker from normal mode's first phase didn't make it in Extreme mode because I've seen player have a hard time dodging it. Ironically, when the Shiva circles + Lunacy stack marker from normal mode is seen in Extreme mode too, players still flub that mechanic, especially when the EX trial was relevant (and that obviously isn't the hardest mechanic in Tsukuyomi's Pain too).
You do not have to be "hardcore" or "Elite" like your response to someone was. You keep saying hardcore but is not the case.
Just idk practice more and get a group together that has perhaps cleared to help you out?
Funnily enough one of the EX fights in Shadowbringers was easier then the normal version, why it was that i do not know.
Ok... I only got to this post before I have to comment. Look.. I know I try to look from the view of new players alot. .but you just... NO. I would've defended you until you said THIS. If you can't put in the time to practice your rotations at higher levels then you really have nothing to say on anything being hard. And yes you are trolling, but this.. THIS RIGHT HERE IS WHY WE CAN'T HAVE NICE THINGS. This here!!!
Lol she's ez.