STR > Crit > Det > Skill speed.
But you must maintain the previously mentioned 470 accuracy for coil :)
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in my team there is only 1 paladin and 0 bard, but we got monk and dragoon
it is possible in binding coil of bahmuth using stun instead of silence for interrupt boss?
Monk can Silence! If you watch the rotation of moves on the first boss your monk should be able to time it so they can silence all of them on their own if you so wish :)
edit: I checked the move, it's called Arm of the Destroyer, it requires Opo Opo Stance. Hope this helps Sibe!
Relying on a monk to be in the right stance to silence is a bit painful. You'll have to be patient with it.
Yeah, rely on Monk on specific stance is kidda hard. Despite Monk has slow, silence, and 2 stun, they are not reliable tool at all. The stance limitation is too much.
It is unfortunate, I main Monk too, but I have to play Whm because I find no useful in the endgame for monk yet.. Dragoon is little better on the same Dps choice, then bard is more need. Monk doesn't have specialty. (unless there is a need in monk in some bahamut tune which I don't know, I 'd be happy )
This might seem like a silly question, but do any of you play on PS3? If so, how was the fight for you? Any tips you could give?
That is good news to me. So does it worth to have DRG in for -10%, if the party usually have 1-2 bard? Other than white, I plan to build full DL set for one DPS class, I can't choose between Bard or Monk. Seem bard is more needed, but there are already many bard in my server.
Hmm the DPS of both are so close (I actually out dps my monk but I will take that into account that I have a couple allagan pieces on it and not monk) that it isn't that big of a deal, also, my drg has 3 gap closers while monk has 1 and on a 90s cool-down? Though I can say there isn't much content that this is needed on, I can still do it better on the content that there is than a monk. I wouldn't try and say they are superior in every aspect. Also, IDK of any stationary targets end game wise at the moment. I guess ADS in turn 2 could be depending on the way you do things, and Caduceus is in a way depending on how you do it. Like you also mentioned the piercing debuff, and most if not all groups bring at least 1 bard (if someone doesn't I would like to know how you are dealing with healers running out of MP).
seriously what is the conflag timer dependent on?
By gap closers he means abilities like Shoulder Tackle.
Personally playing monk on every fight in coil the only issue i have found with monk is that there is always a possibility of Greased Lightning stacks dropping due to having to dodge aoes etc, however if done correctly you can prevent this entirely and you don't need gap closers to do it.
Its hard to tell exactly how much dps a monk and dragoon can do because of crit variance, gear variance and the fact the current parsers aren't really that accurate, but monk definitely does more and it can do more without even performing its max potency per second rotation.
I'm curious, those of you that are or have tanks using crafted iLvl70 gear in your FC, what are they primarily melding into their gear? The only real luck I had using the Lodestone was noting that most of BG's tanks were melding crit rate. While I imagine this is a more than effective strategy all things considered, I was curious if anyone has any alternate takes on what to meld?
This chart from valk.dancing-mad seems to indicate 30 DEX = roughly 4% mitigation, but it's difficult to tell from the studies whether or DEX to block/parry works in tiers (and if so what those tiers are.) Is threat frequently an issue in the Binding Coil? I feel like I'd rather take more mitigation than more crit if not, but I'm curious what others experiences are with binding. Perhaps you have an argument for a third stat, not DEX or Crit? (I can't see any other possible candidates, unless melding DPS accessories into tank gear.)
Any news yet on what's lurking in Turn 5? Tension is getting unbearable. :D
I use ToD and demolish and keep them up as much as possible, only reason i don't use fracture is TP can become an issue if you use too many high TP abilities.
And no i always prioritize GL stacks over anything else because you lose alot of dps when you lose GL stacks.
Does anyone know where specifically progress is saved within the coil? Is it after every turn or after every boss or after every mini boss?
Progress is saved on a character level basis. You could have killed Turn 1 and then join a raid for Turn 5. You will miss out on loot from other bosses, but there is nothing stopping you from joining someone who is further. You would still be eligible to join Turn 2 again assuming you didn't kill a turn further in.
not true. once you walk in to a higher turn you are saved to it. you can skip up, but you cant go back down once you walk in. we found this out the hard way
In turn 1, is it possible to burn down the boss without dragging slimes?
Is there any text explanation for turn 2?
None that I've seen.
Basically, ADS has a gauntlet before you get to him. Each room you clear takes away an ability and gives him a passive. The rooms give -
http://i.imgur.com/qzd01O5.png
Sector 1 - No ability - Attack up
Sector 2 - Balast (Giant 270o Magic Murder Cleave) - Piercing Resistance
Sector 3 - Chain Lighting - Slashing Resistance
Sector 4 - Void Zones - Blunt Resistance (I could of sworn this was haste)
Sector 5 - Giant Starburst Fire Disco Fever - Magic Vulnerability Down
Sector 6 - ADS is here
Sector 7 - Allagan Rot - Defense Up
I'm writing this while in Turn 4 so I wont put up a full guide right now.
Edit - Fixed it up a bit, the camera is the worst enemy in this turn so I never see my numbers on him.
You've got 2 and 5's passives the wrong way round, and sector 4 is blunt resistance. Apart from that all good!
Either route is doable, we've seen a lot of groups take the east path (presumably to avoid firestream from ADS) but our group prefers west, might depend on your party setup and what your tanks are more comfortable with.
ADS will start using abilities from nodes you haven't killed every 25%, starting with Allagan Rot at 75% (you'll have to play pass-the-bomb for the remainder of the fight) and then at 50% and 25% he'll introduce others.
In all it's slightly easier than Turn 1 I'd say but it will probably still take you a few tries to get down. Just make sure your silencers have 480+ accuracy, having High Voltage go off is recoverable with some luck but best not to chance it.
Hello! i need advise. my team stuck in turn 1 with Cadeceus for 2 days! so we need help :)
Turn 2
If you go 1, 2, 4, 6 you want to bring a magic based team (SMN, BLM), you will have piercing, blunt resistance rendering your BRDS/DRGS/MNKS quite useless.
If you go 1, 3, 5, 6 your tanks will suffer from slash resistance (less aggro but not that much of a problem) and you want to bring BRDS/DRGS/MNKS to the fight because ADS got himself a magic resistance
We run each way just fine, you just need to change your setup. 1, 3, 5, 6 may be easier because your tanks don't have to evade those flame AOEs from the node in sector 5... Else there is nothing that would make one way easier.
To make matters short:
- watch a video so you know where your tanks should stand
- let you spare tank, or some DDs spawn those adds (the ones you spawn when someone is standing on top of those lights)
- let tanks and other members dodge those lights so you won't spawn anymore adds than neccessary
- nearly kill adds, pull tho cadeceus, let him eat them (takes one stack of dmg buff from him)
- burn cadeceus down, at 70% he will split
- second tank grabs aggro from the new cadeceus and pulls him away (if they merge again you are fucked as he will gain a dmg stack every 5 seconds)
- either: split your grp (1tank, 1healer, 2dds) and kill both snakes at nearly the same time, OR burn one to 5% and DOT him, switch to the other and kill him, then burn down the last 1-2% from the first one
- after split you don't need to feed cadeceus more adds if your tanks are good enough geared and your damage is enough
Thank you :) now we know how to fight.
Guess I should've clarified what I meant. You said that you were stuck on the boss for 2 days. What particular point of the encounter has been hindering you. Looking at any encounter as a step-by-step process instead of just trying to take in the entirety of the fight is an easy way to isolate and fix the issues that may be holding you back.
Does the ADS (boss) on turn 2 have a fix attack pattern like Titan? Our bards are relying too much on reaction time and they miss High Voltage once in a while.
He seems to cast high voltage every 30 seconds-ish