Not for this WAR who solo'd for a good 6 minutes.. He probably could have kept going too x)
https://www.youtube.com/watch?v=HR4V...ature=youtu.be
Just thought I'd share.
Printable View
Not for this WAR who solo'd for a good 6 minutes.. He probably could have kept going too x)
https://www.youtube.com/watch?v=HR4V...ature=youtu.be
Just thought I'd share.
Nah its not too hard. People just need to put in the effort and pay attention to learning the mechanics rather than relying on everyone else to carry them like so often happens in Void Ark and Crystal Tower.
That War is boss though =3 <3
Pretty sure the title was sarcastic.
That WAR doh <3
I Loved it
Now let's see a PLD or DRK try that. They probably wouldn't last as long.
If only they didn't step in the AoE Trap.
That WAR knocked off a good 4-5% of the boss's HP before dying. That's impressive in itself.
Last boss? PLDs can sustain themselves nigh infinitely with Clemency. If you feel like trolling as tank, you can constantly face the blade towards the party and simply follow the mechanics, then go:"Lel you're all so bad, I can hold out longer than all of you alone!"
I've solo healed it as an Astrologian. The other healer just gave up and left and the replacement never turned up. Pro healing.
Nah everyone else died and the WAR kept going the only outside help I saw was the fact I think some WHM's were able to put some Asylums(domes) down. But the rest was the Warrior fighting the good fight for 6 minutes whilst everyone was locked out.
I "almost" want to drop DRK for WAR at this point but eh.
"That" Warrior? This warrior actually won XD
https://www.youtube.com/watch?v=uU0wPtYSWOM
PS: the first warrior did pretty good too though :)
Its an appropriate difficulty. Once people learn mechanics it will be a face roll like every other 24 raid
Here's a PLD soloing the last 5% took him about 12 mins
https://m.reddit.com/r/ffxiv/comment..._weeping_city/
Weeping City isn't "too hard". The difficulty is tuned just right, in my opinion. The amount of panic very close to the time that the patch dropped was ridiculous. We all know that what made the raid hard was people not understanding or being able to properly execute/avoid mechanics. Now that significant time has passed and everyone has seen the mechanics multiple times the raid is almost easy. I definitely think that there is still a fair amount of challenge, and that is appreciated, however the raid is far from hard, in my opinion.
My last two attempts were both clears within a respectable amount of time with only a reasonable amount of KOs and/or wipes. They were definitely not aggravating multiple wipe runs, but as to be expected there were a number of people new to the raid who were learning the raid, which is understandable. In my experience, it seems that the vast majority of people have learned the mechanics and execute/avoid them very well. I'm positive that within 1-2 more weeks the raid will be almost "faceroll". I'm thoroughly enjoying it, myself.
I added my two cents in the "don't nerf it" thread but I'll add my thoughts here as well.
Here's my opinion on the Weeping City, I don't think it's overtuned, but I think it could use a few adjustments, of course this is all my opinion:
First boss:
1. Being on the web should negate that first draw in during the whirlpool phase entirely instead of you having to run back to it when you're already on it.
2. I think her damage when she pops back up is a little too high, unless you're dead center you should be able to survive it. I've seen cases of people not being in the center and about halfway to the outer wall get one shot anyway, I think that's too much damage.
3. I think the add down below should either have it's HP reduced so it can be burned down quicker or reduce it's damage so you don't need a tank to go down there with it.
Second boss:
1. In my opinion the punishing beams should have the "stand in this" indicator we see for attacks.
2. During the Megadeath cast phase there is a certain issue where the green clouds sometimes spawn green circles during the end of the cast, I feel the window to get in there is too small.
3. More of a general complaint, I'm REALLY sick and tired of "kill these adds before the boss charges up his ultimate and one shots your raid" as a mechanic. Can we have one 24m raid without it? Please? I can't be the only person that's tired of this.
Third boss:
1. More consistency in his meteors. Maybe it's an intended mechanic, maybe it's not, but the meteor spawns with the blast circles seem really inconsistent in their timing. It's hard to put in to words but it seems like it doesn't do them consistently.
In one attempt near the end he went pyramid and cast a bunch of meteors then in another attempt at around the same % and roughly the same amount of time fighting he went pyramid and barely cast it at all. Again, not sure if intended or bugged but please make the mechanic more predictable.
Final boss:
Overall I think she's tuned perfectly fine minus a few small complaints.
1. Give the scythes a telegraph or make them more visible, in my opinion they're a little hard to see especially with the giant boss in the way in a rather dark room.
2. Put the "stand here" indicator on the axe plants.
Those are my only real gripes with the place, besides that the damage and such is pretty intense but manageable.
It's not a difficult raid per se, but there's heavy reliance on certain jobs at times. I ran tonight with another SCH & it was the first time for us both. Other than him dying quite a bit due to maybe not moving fast enough we had zero problems until Forgall.
Once the adds appeared with Forgall everything went to pot. It was completely the tanks fault as 2 of the 3 had zero idea about controlling the direction of the mob. One actually said, when told to face them away from the rest of us, "I don't know how to make it face another way". They actually had NO IDEA that enemies could be faced away or how to control them. We wiped so many times that vote abandon succeeded on the third attempt.
The tanks held the success of the entire alliance of 21 others in their hands & it failed. To me this raid is far more advanced than what's gone before & unless you have *good* players it's entirely impossible. Unfortunately that will mean nerfs are highly likely at some point.
You can add another awesome War to the pile because the same thing happened in my run a couple days ago. He soloed the last 3% and got us the win. It's times like these when I wish we could give commendations to players in other parties, because he would have gotten all 23.
I feel the title is meant to spark a conversation. Not just post one thing no one else speak other then "neat." "neat." "neat."
"you says its hard. i say its easy watch this"
"well i feel it's still hard or there are things we can learn from this to create content in the future."
Conversations and discussions generally have two sides.. other wise its just a bore.
Anyways..
http://i.imgur.com/zJXH3Ey.gif
ive talked about this many times with fc members on a voip, i wish somehow i could give a comm to another alliance member that just wow'd me either explaining/organizing the raid or something. idk id even pay a small gil fee to be able to do so in these instances
Actually it's completely relevant. The thread is basically a "look, tanks are great in Weeping City, they can do it solo". My post was to counter that with my experience that bad tanks completely destroy the raid & that the initial post is an exception to the norm.
This fight can easily be solo'd by a warrior, there is no challenge here.... the big thing is that they wasted 6 minutes of every1s time... either don't die. or die and restart the fight.... The boss does almost no damage that isn't avoidable.
Yeah... I witnessed two players run 20 min off the timer attempting to take down the final boss from 35%. Fortunately, the group got their clear w/ 1 minute remaining next pull. Would have been ALOT of salty individuals trying to get their first clear.
You mean bad healers, considering the instance as a whole only has 3 tank requirements, adds facing the center on 2nd boss, sitting still on 3rd boss and keeping the last boss butt facing the entrance. WCoM is a healer check in general, there's almost nothing that tanks could do bad to ruin the raid.
Ran it last night before the weekly reset. Got the clear! Ended up with the WAR gauntlets on my DRG >< lol - Anway, we wiped on the 2nd boss but everything else ran smoothly. People generally did a decent job avoiding AoE and seemed to grasp the mechanics decently. In a few weeks this will be a pretty routine event. I still think it will require more attention to detail than VA but it won't be the Wiping City for long.
Have you had an experience where the tank asks "how do I get an enemy to face away?", as if there's a button!? That's what we suffered. The heals were pretty manageable provided you ensured you had cooldowns for big hits - something dual SCH are great at.
If you don't think that tanks facing the mobs' AoEs directly at the team isn't a problem then I really don't know what you're playing as having multiple unavoidable AoEs (due to placement) certainly doesn't make for a fun game in my mind.
Yes, there may be only three tanks but there's six healers so there's far more room for errors in healing than there is for tanks, especially if all three refuse to MT. Not to mention tanks who think they're melee & don't need to take any responsibility or control at all.
The best 24 man raid experience so far. Yes, if asked; please keep it like this for a (big) while, you have outdone yourselves. Actually. More, more! :)
Oh, and also, it looks stunning. Beautiful.
Malicewolf, your signature line cracks me up.
Ever have a ballerina tank? I love when the boss is constantly spinning. Especially as a caster.