I would rather finish t1-t5 in under a hour then take a break personally.
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I hate the enrage mechanic but if you're gonna complain about it... why aren't you complaining about turn3? I'm pretty sure Square didn't intend for everyone to skip mobs and keep jumping all over the map... but everyone does it anyway.
Here's a thought.
Fix turn 3 so mobs have to be killed before teleport works, add a loot coffer at the end to compensate.
I actually think that the fight should be fixed. If not, then there is no meaning to the part with the clicks, yes? It should probably be made such that an explosion would occur if the fight is not completed properly in the set amount of time. Though it's not an exploit but it does seem to be a broken mechanic to the fight?
It isn't broken. The ticks are there to warn you that ADS will commence his sequence when the timer runs out, which will wipe any group who are not prepared for it; if you're going with the Allagan Rot strategy then his 'enrage' will likely wipe you when it starts.
The imbalance of jobs is LOL worthy. No serious raiding FC is going to recruit 1 tank instead of 2 for a BC group because of 1 event. Unless they are idiots.
Let's not kid ourselves into thinking Coil is harder than it actually is. Most Free Companies have 1-4 on farm and more and more groups are farming Turn 5 aswel now; with or without Allagan Rot, Turn 2 is still easy. You can also remove Allagan Rot from the fight by simply taking out the bottom node, the Quarantine node, is it? In actual fact you could remove all of his abilities by killing all of the nodes if you liked; would that too be considered an exploit or a broken mechanic? You could even eat the High Voltage with the Haste buff, since you'd have nothing else to dodge.
I see the enrage method as either a strategy for PuG, groups without voice communication or groups who want a stress free ride into Turns 3-4.
I really don't see how doing the enrage method means you aren't cut out to do turn 4, since t4 doesn't use any of the same mechanics. It's not like turn 4 has a rot, which as i see it is he only part of t2 that really takes any coordination other than high voltage which isn't a very complex one to begin with, and people are not use to passing it. Turn 4 has its own set of mechanics completely different than 2. Would it be an exploit if you just did turn 1, 3, and 4 every week and never even attempted turn 2? I mean unless you were literally carried through the whole end game, t4 shouldn't pose too much a problem skill wise, its not a very complex fight.
Few days ago I heard someone asking for a WHM to join their 3-heal T2 enrage run. Since they've been waiting forever, I asked, out of curiosity, "what are you gonna do with your 3-heal party after you beat T2?"
"Make one of the healers leave."
Oh. Right. I see. Is there any BC-ready WHM willing to join that knowing they could get dumped after that, leaving them to find a T3-5 party again on their own?
Too many people assuming we all only play one Job. You could go healer for Turn 2 then something else for 3-4.
You don't even need a geared healer to help out with the enrage tactic; three so-so healers, two geared healers or a single i90 WHM is enough.
I just can't believe people are defending this "strategy" and that the devs have designed the fight with such faulty mechanics.
It would be the same if you could just hold Twintania in phase 1 until rage timer, simply tossing a regen on tank and a couple of cures after every DS, then when the timer hits 0 you'd simply kill her while healing through AoEs... That would not be a strategy either, that would be using bad battle design to skip the actual battle while still getting the rewards.
Another one of these threads again?
Not sure why this method is bothering people so much.
To each their own is what i say.
Another pointless thread about nothing.
I agree. They needed something like a solo encounter with fight mechanics on the level of Titan hm to properly gate coil. Being able to run someone through an encounter to the point where they don't need to do anything really isn't helpful.
But it really isn't the problem either. most of the people in coil were not run through Titan hm while twiddling their fingers. Only a small portion of the community could ever afford the payed Titan wins or have a group willing to run them through easy mode.
We do it this way in my static. All of our members have at least two level 50 classes at around i75 or better (main classes being above i80, secondary at least i70 before we let them into Coil) and we just swap people around as needed for each turn. We hadn't tried T4 since the patch due to holidays, but we can consistently get to the final phase. I don't feel like we're screwed out of anything. That being said, I told my group that in February we're going to start doing the fight with Rot since I feel like we need to work on more coordination in preparation for other fights.
A good Idea, Serneum. Twintania indeed does require precision teamwork. I've found that A good practice for her is also extreme titan.
My static does this with this set up ( all of us are i lvl 77 or higher) : bard x2 ( only cause our smn left for irl issues so we didn't always have two) whm x2 , sch, Monk , war ( our war fights without defiance till he lvls drg he also does this from the start with the mini bosses.) , pld.
we are fortunate that our static blm also has whm unlocked and geared exponentially well. ( our tank does now too but not as geared) I would not look for a straight healer but a dps class that had heals unlocked because to ask for straight heals is down right cruel and you may never find someone willing. we usually have to wait around 5 clicks before we engage ads and the fight is over in two min after enrage. if we had to pug someone i would just go smn and recruit a healer. much easier that way then i could go whm or sch for that fight. we also one shot t4 and are working on t5 but thats just saying we do it this way cause we can.
We know how to deal with rot but when it goes so much quicker why bother? I look at enrage more as a challenge/gear check. low dps ...ya'll are dying, bad heals yall are dying, under geared tank ya'll are dying bad use of cd's... you get the picture. ... there is no way around that. plain and simple much easier to carry fail ppl in the reg way... enrage strat makes the wiping far more probable/likely than winning. I say this because our new recruit bard was terrified of enrage strat talking about how bad it is when the pugs they been in do try to attempt it.
All I have to say is LOL at that. In no way is enrage harder than the regular way. Granted, the regular way isn't extremely hard either, but enrage mode is not challenging in any way or a gear check. Even low geared DPS can do it just fine if they have even a semblance of what their rotation should be. And I'm not sure how healers can be bad considering all you do is spam medica / medica II and succor every 3-4 seconds. Or if you're going the two healer route, Cure III.
The only remote gear check is if everyone didn't reach or get near the accuracy cap to hit ADS consistently (which can be rectified with food). The fact that you're saying it's easier to carry fail people the regular way (having to dodge lazer, pass rot, etc etc) instead of standing in one spot and spamming your rotation is cray.
That, or you're the best troll ever.. in which I give you a solid 9/10 for making my head hurt at your comments.
Holding it for less than an hourr is a challenge?
Enraged screws over Tanks just like Titan HM. Halves the demand for tanks and this so much worse Turn 2 is not repeatable. It means that for any given population, it's impossible for half the tanks to do T2.
Tanks will just have to boycott runs that start with T3/4 then. (!?)
You know when you order a burger and fires, and your parent/girlfriend/boyfriend/whatever says to the waiter "No, they don't want that, they'll have the pastrami on rye" That's a little bit like this thread. The people that designed the instance say that this is an acceptable way of completing the turn, yet some of you have decided that the devs don't actually know what they want and that you will decide, and police it for them.
Let it go. Stop being so wound up by what other people do. Instead, concentrate on playing your game your way, and make your own groups the way you want them. There is nothing stopping any of you from starting your own group of 2 tanks, 2 healers, and 4 DPS, going into T2 and passing rot between you all till your heart's content. Unless you didn't beat T1 yet.....
No one joined over 2.5 hour for normal strat confirmed lol , then enrage party gathered less than in 1 hour ( all this was yesterday )
Sounds like a weak bladder.
If se wanted to kill you I said time they would ex. Garuda ex. Turn 4 has an enrage and it doesn't kill you correct? Why aren't u complaining about it? Also if you don't want to deal with rot then go kill the node and run 2 pld and 4 brds and silence everything. There's diff ways of thinking and you can't punish ppl for it. You see ppl running thru turn 3 with out fighting mobs is that an exploit too? Throw out all the exploits you want but se just said they won't change it so get over it.