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Coil Turn 5 Advice
Been running turn 5 for a little while now using Party finder groups and can regularly reach dive bomb phases and snake spawn. But I always find that we have trouble if any of us ever get hit by dive bomb.
What's the standard tactic if even when you respond to the green symbol that you get thrown across the arena and still survive?
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Stack in pit, see green mark, run upward, run back, repeat. Snakes spawning shouldn't change a thing. The times I've seen anyone get hit during my party finder groups they will either stay where they are across the arena or sprint back, though I guess it would depend how early into the phase they get knocked away because having the 2nd set of snakes spawn ontop of them after the last divebomb would not be good. Overall though, you don't want to form a strategy around people being hit by divebombs and surviving, and there's no tricks to it that I know of.
You'd probably get a better response out of a raid leader though who may have told their group something different during t5 progression.
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If you are hit by a dive bomb, then don't run back into the group. Just kite along the outside wall (e.g. in the area where the initial drake adds are standing) and make sure you are not too close to the pit.
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It's 45 seconds between the Divebombs ending and restarting.
Make yourself a macro that you hit after the third divebomb lands, and warns everyone 40 seconds later that Divebombs are restarting momentarily. Helps a LOT of groups.
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there is another pit directly across from the first pit. If you get knocked out you can use that pit to keep dodging. once the divebombs are over, restack at the right place. Never run back if divebombs are still going on, wait until they are over or you can wipe the whole group.
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Yeah like Uriel said just use the other pit to dodge in if its first set of dives and then re join group after they are over for second set of dives. If you get knocked in second set of dives then again just use other pit and then assemble in usual location for snake kills.
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Another thing to note that might avoid the issue entirely for people is you don't have to move that far to get out of the dmg path. 2-3 strides is more than enough. People going all the way to the top of the pit increase their risk of not getting back in time for the follow-ups after factoring in lag.
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I find that even it is very helpful to use the sprint button that way if you can't make split second reactions to moving out of the way of the divebomb phase after everyone stacks in the pit you can still dodge it. Also focus targeting her so that you can see her cast bar helped me tremendously, and knowing the rate at which she will do every divebomb attack helps quite a bit. I speak from experience. Make sure all team members literally stack upon each other and everyone moves very quickly to the top so as not to get hit. The focus target method and memorization of where the twisters spawn also works for twister phase as well too. Good luck
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Thanks for all the advice. Very interesting to hear about the minimum distance, I think I must have been way over egging that.
Going to try some of this tonight. Fingers crossed.