Saw this just a few min ago, anyone know if this is world first?
https://twitter.com/lucrezia_alex/st...82571191390208
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Saw this just a few min ago, anyone know if this is world first?
https://twitter.com/lucrezia_alex/st...82571191390208
That.....didn't take long.
Wow.. they were also the first to clear The Second Coil of Bahamut Savage if I recall correctly. Most impressive.
A world first usually does not take so much time to happen, so no wonders here.
MY gaming life does not change because 8 players somewhere in the world have down T13 before me.
The only annoying thing is that now starts the lullaby of "omgawk have you watched vid first?" on those encounters.
Grats. After only 5 days, either they are too good or t13 is no t5 back in the day.
Stick this guy in for a bonus at the end
http://img3.wikia.nocookie.net/__cb2...luteVirtue.jpg
All this means is they undertuned the turns. There should have been a *hard* gear check but I guess it doesn't really exist if you can just use i110 crafted to brute force your way through.
Na this guy before the gimp
http://img1.wikia.nocookie.net/__cb2...niumWarden.PNG
Back in the day people didn't know how to play their classes yet -> now they have mastered them.
Back in the day people weren't too used to FF14 mechanics -> after beating Savage coil they can probably deal with every mechanic the game throws at them, no matter how hard and complicated.
But that doesn't mean T13 is easy or undertuned. Just because some hardcore raiders beat it withing 5 day doesn't mean you ever will. It still might be the hardest turn out there.
So far, these turns are generally based off of "do you know your class" rather then just skill or gear. Gearing/Skill is already a factor with T10 (decently strict soft enrage) and gearing more so for T11. However, for those that are able to pull ridiculous numbers in their respective classes, there are no such things as gear checks. With crafted piecies you can beat HP checks. So at this point, any group with time and gear can down these turns granted you got skill. These turns will not be downed by several people who even beat T9.
Turn 5 was considered "impossible" by many due to how twisters originally worked. Since Square had to go out of their way to fix it, you can say they were bugged and consistently surviving the mechanic was luck based. Blue Garter was the only group that beat Turn 5 before the twister change. They tried it enough times, until eventually, the stars aligned and they had a smooth enough run to do it. If it wasn't for twisters being bugged, Turn 5 would have quickly been beaten too. Right after the twister change, people started beating it left and right.
Also, people only had i70 gear for content that was meant to be done in i90. The mythology cap was 300 instead of 450 and you had to grind AK/WP to cap it each week. So everybody was way undergeared for the first coil. It took a long time to gear up. 3 weeks for a zenith, 3 weeks for a chest/legs.
How much time took T7 world first ? Wasn't it 8 days ?
Anyway, those guys are awesome, they did well, congratz to them if they're reading me.
Turn 10 is already strict. You need very high dps. Much higher dps than being able to skip past the second ghost in Turn 9 and no one can die. No one. One death is all it takes to hit the soft enrage that will quickly kill you. You can't single tank or heal it either. (Not with current gear anyway). So if you needed a 5th dps to push the second ghost, you don't have anywhere near the dps for Turn 10.
Anyone knows what loot dropped and which class setup they were using?
Expect them to release savage coil Fcob then.
Quite sure this version is a trimmed down version for savage.
As previously stated they said "savage" was how they originally saw scob, however they did not implement it because they "thought" it would be too hard.
https://www.youtube.com/watch?v=hvi63VeK1xU
monk dies
WAR dies
WHM dies
they still won. You might want to review your point
not really. Savage mode is just the "done but not adjusted" version of a fight. Basically, they throw numbers people can barely if even survive, put rotations of attacks and patterns, test them to see if everything works, then tune the fight down to allow people to kill it without too many problems.
So yeah this is a 100% sure trimmed down version of savage per definition, and they didn't think anything about it as they never considered to implement that version before people asked for it
if there is a savage variation of this fight, hopefully they realize that it should've been released as it was originally intended to to, and not tuned down in future raids. Kudos to Lucretia for being world first, but I feel like theres very possibly the likelihood that these fights were also tuned down as well. Hopefully the devs don't hold back in 3.0. Keep in mind I'm only saying this for the final turn of raids. Because if all turns were of the same difficulty as savage, you wouldn't be able to gather enough gear to down any of them.
Nice. Gratz to them. I'll never understand why people in this community expect only 4 bosses to take month(s) to down. It makes sense in WoW, for example, where 8-14 at a time is the norm, to figure/perfect each one, but there are ONLY 4 here. There's only so many mechanics they can pile into each one due to game limitations and rationality.
One of the problems is probably Cleric Stance. It breaks most of the DPS checks in raids because they are not balanced for healers adding not insignificant damage that experienced groups can do.
Been seeing that name a lot lately, congrats to them.
LOL at someone saying "undertuned".
Step into T11 and T12, show us the clear and then talk about it being undertuned.
These are incredibly challenging fights that focus much more on coordination and control than learning a precise dance that can see no real deviation. If your party is strong in communication, can adapt quickly while learning the mechanics and can maximize mechanic response and high DPS output simultaneously, then you can clear the turns right now.
Turn 5 also had to be fixed by SE a few weeks in because mechanics of it literally weren't working the way they were intended. Also other things that have been brought up.
Also looking at their video of turn 12, I'm quite astonished. The DPS check in that looked incredibly tight.
Very nice. These turns really push u to be on your A game in your class but also in teamwork. My team wiped at 3% on t11 last night and 4% today. Talk about the feeling of agonizing defeat xD.
Gratz to lucrezia.
As a guide, we beat Turn 10 with 2 seconds until enrage with 2055 party dps. It's a bigger dps check than last coil, but not by a massive amount.Quote:
Turn 10 is already strict. You need very high dps. Much higher dps than being able to skip past the second ghost in Turn 9 and no one can die. No one. One death is all it takes to hit the soft enrage that will quickly kill you. You can't single tank or heal it either. (Not with current gear anyway). So if you needed a 5th dps to push the second ghost, you don't have anywhere near the dps for Turn 10.
Why are people nervous about this? The groups who get world firsts treat getting these clears like a full-time job. (Not that I'm judging them -- more power to you if you can afford to take a week off of work to do this, or you have built up PTO/vacation time.)
For the 'average' group... If you do coil three nights a week, for two hours at a time (that's the amount of time my static runs), then that is six hours per week. If people are doing coil six hours a week, it would take them about six weeks to put in 40 hours of work. Not only that -- but your typical coil group won't have the same skill level or dedication, plus you have to account for the fact that you need to 'warm up'. HOWEVER, by the time you get six weeks in, you'll also have better gear from tomestones of poetry AND six weeks of drops from whatever other turns you DO clear.
First clear groups are exceptional in that they have the time to put in, and the critical thinking skills to figure a fight out BEFORE strategies are posted. But as far as the turn being 'easy' because someone cleared it within a week of it being released? Don't worry. If it was 'too easy', they would have cleared it muuuuuch earlier. Keep in mind that these groups are burning pots, etc, something your typical group won't want to do.