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  1. #1
    Player
    mirth12's Avatar
    Join Date
    Aug 2013
    Location
    Uld'ah
    Posts
    84
    Character
    Mirth Alfa
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50

    Mirth's Coil Guide (4/5 Coil, Faerie NA. Fairy FC)

    So I wrote this guide all morning and was super excited to post it here on the Official forums, only to find out that the 1k limit per post breaks the guide up in to like 40 posts and makes it nearly unreadable. I have since posted the guide to my Google drive and shared it that way, if anyone in interested here is how we are clearing Coil Turns 1-4 every Monday. Once we get a good way to kill Turn 5 that will be added in. I appreciate anyone's feedback. Here's the link: https://docs.google.com/document/d/1...Aae9yjESQ/edit

    If I were putting together a group for coil here's how I would do it my "optimal comp" would be:
    2 tanks (at least 1 pld)
    2 healers (1sch pref not needed)
    2 Bards (silence is needed for ADS Turn 1 and 2)
    2 BLM (smn will work as well)

    Preferably one of your BRD's will also have a DRG or MNK @ 50 and geared so you can use melee limit for turn 1 snake boss, but u dont need it. Also preferably you would have both BLM lvl SMN for turn 5 instant rez/pet split mechanics

    I know this paints a bleak picture of the state of melee DPS in coil, but they really seem at this point in time to bring less to the table then a similarly geared Bard or caster DPS. There is a lot of movement in almost every fight and most of the time the healers do not have the free GCD's to heal a melee if they fuck up and take some damage.

    A “quick” guide to each boss is as follows:

    ADS Turn 1: First thing you see when you enter coil. This is a trash mob and although its a bitch to kill(at first) it drops nothing.

    You need two forms of reliable SILENCE for this boss. He will cast something called "High Voltage" which will do some AOE damage and paralyze the raid, this must be stopped or someone will die. This is the reason for the 2 bards. We have reliable done this with a single MNK silencing as well YMMV.

    The boss should be tanked in the corner of the room behind where it spawns, this will allow for the most room for the rest of the DPS to dodge the Line attack that it does. Everyone must get out of the line attack it hits hard and healers generally don't have time to heal you.

    The boss also does a ground circle attack called repelling cannons, it also does a lot of damage and should be avoided by Melee/tanks as best as possible.

    The boss does a cleave, don't stand in front of it, its an orb so you need to use the ground arrow to see where the front it.

    There is a countdown known as Clicks, if you reach 0 clicks the room will kill you with pretty lights.

    The off tank is used to tank the ADDS where they spawn at the entrance of the boss room. They spawn 1 at a time for the first 3 then begin spawning 3 at a time. Depending on your gear there are two strategies for dealing with the adds.

    We generally split all DPS minus 1 silencer (bards switch) off to focus kill the first 3 ADDS after which time the boss is generally low enough to ignore the 4th which is a set of 3. The last 2 times we killed it we have had enough dps to ignore the 3rd add and kill the boss earlier, it really depends on your DPS and how much they do.

    Order of importance here is High Voltage>Adds>Boss

    This fight is very simple with few mechanics and a very low health pool it shouldn't take long to kill him.


    Turn 1 Trash: then there is some stupid trash that really has no reason being there, its weak and you can all spiritbond it, so don't worry too much about it. When you find the Stone Golem just have the DPS stay as far away as possible and you will take very low damage from obliterate.

    Cadecus(spelling): This room is confusing at first. The hexagonal platforms each glow at certain times if you're standing on a platform that's glowing you will spawn an ADD that should not happen. ALL DPS and Healers need to get off any platform that is glowing, there is never a time that a DPS or Healer should spawn adds.

    Main tank should Tank the boss at the corner 2 hexagons from the back of the room where the yellow stuff starts. They should be facing him towards the abyss with the tail towards the raid. The main tank should be in a position that he can easily move between two platforms so they don't spawn an add during the first phase.

    The boss does a poison cloud ability that targets a random person and drops a poison thing on the ground. Everyone needs to get out of it. DPS should equip a self heal of some kind because the Healers do not have the free GCD to heal the raid.

    The boss also has a tail whip, it can be useful to take some damage off the tank by activating it, but not necessary. (more on this later) The boss has a wide frontal cleave that will one shot most DPS, don't be in front of the boss ever unless you're tanking it.

    The OFFTANK during the first phase will be the only one spawning adds, so he will be standing in the back uppermost platform and running to the platforms that are glowing, he then proceeds to train that ADD to the boss. The OT has to stay fairly close to the ADD or it will explode killing anyone around it. We generally split one BLM dps off to damage the ADD the off tank is tanking. The OT will wait until the add is ~20% then bring it to the boss which will eat the ADD. The reasoning behind this is: when ever the platforms glow a stack is put on the boss significantly increasing its damage. These stacks can be removed by feeding the boss and ADD. If the ADD is over ~20% health the boss with heal for about 5% of its health. If the ADD is below the ~20% threshold it doesn't heal.

    At around 50-60% the BOSS will Split into two. The OT needs to pick up the second Snake and move it to the opposite side of the room from the other tank. If these two snakes touch each other they will combine again and the boss will heal for a significant amount of health. All stacks on the boss will carry over to both new bosses. Its important that there are no stacks on the boss before the split.

    The Healers will each pick a tank and spam heals on their respective tanks. During this phase there will be a lot of damage coming out. No one will be spawning any adds so the bosses will be doing more and more damage every time the platforms glow. DPS need to spread out, away from the healers if possible (to avoid spawning poison on them). DPS need to try to damage each boss simultaneously bringing their health as low as possible as quickly as possible. The healers and tanks need to be in constant contact with each other letting them know when their cooldowns are up and when they don't have any cooldowns left.

    If everything goes as planned the DPS should have enough damage to have both bosses ~5% or less, then they should kill the boss with the most stacks. If there is a melee dps in the group they should then try to melee LB the second boss if possible, when one of the bosses die the other one goes into a soft enrage state, it will 1-2 shot anyone including tanks. The tank that is still tanking after the first boss dies needs to start kiting around in a circle while all the DPS and healers do whatever they can to DPS/Heal. It is imperative that NO ONE spawns an ADD during this phase it will heal the boss.

    Sometimes the tank dies before the DPS can kill the second boss. The living tank needs to just immediately start kiting you can generally prolong the fight long enough to kill the boss even if it reconnects with its counterpart, with good kiting, The tail whip will stop the boss in place, and can be used to take pressure off the tanks/ or hold the boss in place for a LB.

    congrats you just cleared Turn 1

    Turn 2: This is a gauntlet fight. made up of multiple ADS type bosses. The first boss you see will start the timer on the gauntlet and you must kill every boss including the final one before the timer runs out or the pretty lights will wipe the entire raid. You can see the timer by the clicks that begin counting down as soon as you start the encounter.

    This fight will require 2 silences (pref Bard they don't seem to miss) These bards will need to be on their game as they have one of if not the hardest job this fight. They need to Silence "High Voltage"- every time is it cast. There should never be one of them missed as it will most likely wipe the raid. The bards should be vocal about their silences, and who is next we use something like "Mirth got silence, your next" or just simply "Next"

    This boss also requires tank swapping. The person that has aggro will be gaining stacks seen on the player debuff bar (to the right of the buffs) When you get to 4 stacks the other tank should provoke off the person tanking. The tanks need to be vocal about switches and who has aggro so that healers know which tank to heal. We used something similar to "Gerok tank" or "Aura Tank"

    This fight is all about the mechanics and is a nightmare at first to get organized and used to them all. VoIP like Raidcall is necessary and everyone should have a working mic. This fight requires a ton of communication.

    The bosses in this turn have a very high chance to dodge, so everyone should be at or near ACC cap. ACC food can be a good choice in this fight (mustard eggs or better)

    Each mini-boss that you fight before the final boss gives the boss an ability. There are two different tracks to get to the final boss. We have so far only gone LEFT, so this guide will follow that route only.

    The first thing you need to do is number off 5 ranged players in the party. Bards and Healers will be busy but it is necessary they are numbered when you are low on ranged characters. This numbering system will correspond with positions that you stand in each room and will correspond with the final boss mechanic known as Allegan Rot.

    Allegan Rot is a debuff cast on a random player in the raid that will count down for around 18 seconds then explode wiping the raid. It can be transferred to other characters by touch. When you transfer the rot you gain a buff called Allegan Immunity which makes you unable to receive Rot again for ~40 seconds. It is VERY EASY to accidentally pass ROT. So you need to spread out or everyone will be immune and you will die. The way we circumvent this is having positions that we always stand in every room allowing us to become acclimated with staying spread out.
    Each room is shaped differently but it helps to practice this a lot as this is one of the most difficult parts of the encounter. Its hard to convey the positions through text as to where 1-5 stand but i will do my best:
    Tanks________5__
    __Boss__________
    _____________4
    ______2_______
    1____________3

    So #1 is in the far bottom left corner of every room
    #2 is to the right and in front of #1
    #3 is in the far right corner of the room
    #4 is in front of #3 but not standing too close to #2
    #5 is in the top corner or the room

    It is best to have #2 and #4 be one of the healers when necessary since they are in the middle of the room and able to hit everyone with AOE healing. Also one of these positions can be filled by a bard allowing everyone to get their songs.

    #5 is best filled with another bard, or whomever is most reliable as they must pass to #1 across the entire room while avoiding any accidental passes, and keeping up some sort of rotation.

    When you receive ROT it is important to be vocal about about it. We use "Mirth has ROT". Its also good to advise the person your passing you gave them ROT, we said "Passing rot to Jerry, Jerry has ROT", who would then keep up the cycle. It is also important not to pass the ROT too early. We generally passed to ROT with about 5-6 seconds left on the debuff. Whomever receives rot will pass to the next person in line going up the number system. Successful attempts should go around the 5 numbered players about 3 times before the boss is dead. If a tank or someone not numbered receives rot it is always passed to #5.

    There is usually 1 extra player not either numbered or a tank, whomever that player is need to just stay out of the way, and focus on their job. This is helpful to have as a second healer at times since this is a very heal intensive fight, but a melee DPS could also be used in this spot.

    The TANKS should be tanking the boss in the top left corner of the room, it is important that the person that does not have aggro does not get hit by anything or he will gain stacks, the boss has a large cleave and it is sometimes best for the tank without aggro to just stand out of the way until it is time to provoke the boss. Its important that TANKS have ALOT of aggro, and position the boss correctly. We had DPS not attack for about 10 seconds pre fight to ensure no aggro debacles.

    The boss will have the same line attack from the Turn 1 ADS.
    It will also have an X 5 way line attack, both line attack must be avoided.
    @~75% it will Cast ROT we usually call it out, afterwards it will do another voltage fairly soon, so Bards need to be ready to pass ROT and silence in a rotation
    @~50% it will spawn void zones randomly throughout the room, they slow and heavy your character, try not to stand in them since it will affect DPS but if u must then its fine, be sure to move early when your heavy to avoid lines and pass ROT.
    @~35% it will start doing a large cone AOE that will knockback, tanks need to position the boss so the cone will not be faced towards the raid.

    For each mini-boss and the final boss the order of importance is as follows
    ROT>High Voltage>Line attacks>DPS>void zones.

    If you position yourselves well and silence the voltages you should be able to clear this boss with little trouble, it's important to keep in contact with each other when passing and silencing, there is a lot going on in this fight and good consistent contact will keep everyone from being overwhelmed with the mechanics.

    Turn 3- the spirit bonding Turn

    This is a jumping puzzle. The adds that spawn are easy to kill and as long as you know to stay at max range from the Golems you shouldn't ever die. There are chests that spawn randomly somewhere, but so far all they have ever dropped is x-potions/ethers. You need to keep your group together. We assigned a single person as the jump master. The jump master would be the only one allowed to point the jump pad in a direction, all other raid members would follow the jump master. To activate a Jump pad you stand first on the blue circle until and arrow points towards that circle, then into the middle of the pad which will launch you in the direction of the arrow.

    If you have bonding gear or want to bond this is the place to do it, the trash here respawns and supposedly is great for bonding, we haven't tried it. There is no loot in this turn, its just a fun break.

    Turn 4: Elevator Gauntlet

    This is another Gauntlet fight. There is no final boss per say in this Turn but there is a ton of ADDS that have some simple but annoying mechanics. This Turn is best cleared with 2 Physical (1 bard for MP song) and 2 Magical (BLM is best for burst/aoe) DPS.

    There are 6 Phases in the fight.

    Phase 1: Bugs will spawn in a semicircle in front of where you're standing. These bugs attacks drain life, restoring it to themselves. Damage reduction abilities such as Rain of Arrows, or Eye for an Eye, can make this phase go by quickly and easily. Only one tank should pick up these adds, the healers should both be able to spam Cure 1, physick on this tank and not burn much MP. DPS should be able to kill all of these bugs, before the next phase. group the bugs together and AOE them down.

    Phase 2: 2 Knights and 2 Soldiers will spawn close to where the bugs spawned. The Knights will reflect any Magical Damage back to the attacker, Only Physical DPS can attack the Knights. The Soldiers have a stoneskin mechanic that negates all physical damage done to them until the stoneskin is "popped" when popped the soldier will stand there and do no damage.

    If you're running this with an optimal group (2 phys 2 magi) split DPS. physical DPS killing the Knights and magical killing the soldiers. DPS should be able to kill all of the adds on the "Main tank" before the next wave. If there is a soldier or knight still up on the "Off tank" it should be dealt with first before the next phase's add is dealt with. The "Main tank" role is best filled by a PLD.

    During this phase we had both tanks using their DPS Stance until their adds were low/dead. The Warrior tank's adds would die second since the PLD was going to pick up the next phase spawn. The PLD needs to remember to put shield stance back on before the Dreadnought spawns for the next phase. Its important that the Main Tank or PLD tank their Knight and Soldier to the left/west side from where you first spawn in. This is where the dreadnought spawns and it needs to be picked up immediately. All Healers and DPS should make their way to the far wall behind the PLD tank before the Dreadnought spawns.

    Phase 3: Dreadnought #1. This phase is 1 dreadnought. It is best tanked by a PLD because it hits incredibly hard and the PLD has better defensive cooldowns, Damage reduction abilities are useful in this situation, Eye for an Eye or Virus.

    As the Dreadnought spawns all DPS and Healers should be standing behind it against the Wall. This is because a set of bugs also spawn which will be eaten by the Dreadnought. These bugs will buff the dreadnought to do about 4x normal damage, but take too long to kill. Healers just need to go all out keeping the tank topped off or he will die.

    The main tank after the Dreadnought eats the bugs needs to move the Dreadnought to where everyone originally spawns. all dps and healers then should be standing behind the grate to the left of where everyone spawns close to the wall. DPS down the dreadnought quickly popping short damage cooldowns, and potions as necessary. This dreadnought should be dead or very nearly dead before the bugs spawn in the next phase. The positioning on the DPS and healers is to alleviate the chance that if DPS is slow, and the dreadnought is still alive it wont eat more bugs and heal itself which will wipe the raid.

    Phase 4: Bugs and Rooks will spawn throughout the room. A bard needs to pick up one of the Rooks while the Offtank picks up the other and everything else in the room. Healers and DPS can stay where they were previously during the last phase. The Rooks are the primary targets for this fight, but everything needs to be dead before the next phase so it is helpful if they are all grouped up and able to be AOE'd down. The Rooks have a very long cast called POX. POX is a frontal cone with no red indicator on the ground. POX will reduce the target's maximum HP by about 1k if it hits, Tanks/Bard Tank need to move away from its front when its cast, and try to point the rooks away from the raid. If the Main Tank's Dreadnought is dead early he can pick up the second rook, otherwise he can provoke it off the bard after the Dreadnought is down, the Main Tank CANNOT be POXed because he must pick up another Dreadnought next phase. All the adds during this phase must be killed. The healers should again be able to spam Cure I, physick during this phase to regain MP. the Bard should battle voice MP song as soon as the dreadnought is down or right before hand because Healers are usually low/out of MP. MP conservation during this phase is crucial to success in later phases.

    Phase 5: Dreadnought and Knight, Soldier. The main Tank (pref PLD) should pick up the dreadnought and tank him at the Far north corner of the room. Close to where it spawns, against the wall. The Offtank will need to pick up the Knight and Soldier and tank them as best he can on the opposite side of the room. DPS and Healers should be in the middle of the room during this phase. DPS should all focus on their respective Knight/Soldier similarly to the Phase 2 fight. The dreadnought doesn't hit as hard as the first Dreadnought because it is not stacked up. You need to kill off the knight and soldier before the final phase begins. If your DPS is good you should be able to also get about 1/4 to 1/2 of the life off the dreadnought before the final set of adds.

    Phase 6: This is the hardest phase of the entire fight. The Main tank will be tanking 2 Dreadnoughts, one of which is usually gaining 1 stack because it spawns too close to a bug, while the Offtank is tanking everything else in the room minus one Rook which will be burned down by the DPS, after being picked up again by the Bard and pointed away from the room.

    This phase Spawns a second Dreadnought, 4 bugs, a Solider and a Knight. The bard Picks up the Rook and kites it, The Main tank picks up the second dreadnought which spawns very close to his original positions and immediately start calling out cooldowns he's using, this is when you use invul, Healers split choose a tank and spam heal them, the healer on the Offtank will need to be aware of when there are less adds on the Offtank and switch to backup healing the main tank, it helps when the offtank can kite around at times to allow both healers to heal the Main Tank. DPS need to focus first on popping the Soldier (both physical and magical DPS hit the soldier in this phase) this will alleviate some DMG on the off tank.

    The Physical DPS should as soon as the Soldier is "popped" immediately kill off the Rook being Bard tanked. Once that is gone Physical DPS cleans up the Knight while the Magical DPS have started working on killing the Dreadnought with the lowest health. At this point you can either feed the other bugs to the full health dreadnought and stack up for AOE heals or kill off the bugs then the second dreadnought. MP song should be up as soon as the rook is dead, and remain up throughout the rest of the fight.

    After a set amount of time the room will begin to AOE everyone for around 700-1200 DMG/sec this must be healed through, once all the adds are down everyone should stack on the but of the final dreadnought and blow all your cooldowns to kill it while the healers spam aoe heals and single target heals on the tank. This part of the fight can be easy if your DPS is quick enough you won't have to deal with it for very long, if its slow you will most likely die to this phase.
    (10)
    Last edited by mirth12; 09-28-2013 at 07:25 AM.

  2. #2
    Player
    cenie's Avatar
    Join Date
    Aug 2013
    Posts
    40
    Character
    Cenie Heartstring
    World
    Leviathan
    Main Class
    Archer Lv 50
    Thanks for the guide. It will definitely come in handy
    (0)

  3. #3
    Player
    FrionielHope's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Aoi Tsuki
    World
    Shiva
    Main Class
    Arcanist Lv 50
    Yup great guide, in in the group with mirth so ask if you have any questions

    Not to brag but to put this into perspective we can reliably one shot turn 1-4 in a single night using these strats and we've gotten twin to 50ish%. I highly recommend this guide, feel free to repost it and alter it to fit your needs but just give credit to Fairy and Mirth please
    (0)

  4. #4
    Player
    Vladislav's Avatar
    Join Date
    Aug 2011
    Location
    Ul'Dah
    Posts
    537
    Character
    Vladislav Bahamut
    World
    Balmung
    Main Class
    Gladiator Lv 60
    Mirth12 , you made my morning that's exacly info what i wanted since i hit to coil few days ago , can't wait to try out !
    (0)

  5. #5
    Player
    mirth12's Avatar
    Join Date
    Aug 2013
    Location
    Uld'ah
    Posts
    84
    Character
    Mirth Alfa
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    I'm glad you all enjoyed the guide!
    (1)

  6. #6
    Player
    Medieval's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Medieval Horde
    World
    Behemoth
    Main Class
    Archer Lv 60
    Directions unclear, dick got stuck in fan.

    In all seriousness, seems like a solid guide. I honestly don't understand why everyone goes to the left on ADS gauntlet. getting rid of basalt is so much easier in my opinion and the flame star is just a joke to dodge. D:
    (1)
    Last edited by Medieval; 09-29-2013 at 09:31 AM.

  7. #7
    Player
    Lefeauge's Avatar
    Join Date
    Aug 2011
    Posts
    27
    Character
    Lenz Sabre
    World
    Balmung
    Main Class
    Archer Lv 50
    Quote Originally Posted by Medieval View Post
    Directions unclear, dick got stuck in fan.

    In all seriousness, seems like a solid guide. I honestly don't understand why everyone goes to the left on ADS gauntlet. getting rid of basalt is so much easier in my opinion and the flame star is just a joke to dodge. D:
    Is there a guide for what attack he loses and buff he gains? We just go left because its the only way we are familiar with.
    (0)
    Last edited by Lefeauge; 09-29-2013 at 01:30 PM.

  8. #8
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    soo...a little elaboration on allagan rot would be nice.

    does timer reset every time it is passed?
    (0)

  9. #9
    Player
    Medieval's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Medieval Horde
    World
    Behemoth
    Main Class
    Archer Lv 60
    Quote Originally Posted by Lefeauge View Post
    Is there a guide for what attack he loses and buff he gains? We just go left because its the only way we are familiar with.
    First one engages the 12 minute countdown

    Going left you get rid of Chain lightning which affects those who stack if he chooses a person to close to others. It's pretty lulz as far as damage is concerned.

    You also get rid of the flame star which shoots out a star made of flame [Duh] It has a DoT that will probably kill you.

    Going right, you get rid of Gravity field, which is a slow and a DoT but is a complete joke like chain lightning.

    You also get rid of the bane of any melee DPS players which is basalt. Basalt is a 270* AoE which pushes and damages everyone caught in it. Usually that would be an easy dodge. But this sly bastard loves to do his proximity AoE while you are dodging so you get hit with the lesser of two evils anyway. <- this skill can go die in a fire in my opinion.

    If you go right, you can also get the last one behind the boss. This nasty guy is responsible for rot, but is a total noob bait. Even if you kill it, the boss gets haste and makes it almost impossible to silence him in time. Devs were sneaky bastards with this guy.

    Quote Originally Posted by saber_alter View Post
    soo...a little elaboration on allagan rot would be nice.

    does timer reset every time it is passed?
    Yes, it has a 15 second timer until it explodes and you are immune to it for 40 seconds. Best solution is to have a five man rotation for it.
    (0)

  10. #10
    Player
    mirth12's Avatar
    Join Date
    Aug 2013
    Location
    Uld'ah
    Posts
    84
    Character
    Mirth Alfa
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    We never tried going right, although it sounds liek it may be a nice option for a more melee heavy team to get rid of the Cleave/knockback thing. I'm still unsure tho how a melee heavy group would not just pass rot all over the place tho so meh.

    As for rot yeh that about sums it up
    (1)

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