Been running since the beginning of November last year and I've only seen the pants and gauntlets drop once too yeah.I'm sure the percentages are equal but it sure feels like they aren't. Just anecdotally it seems the pants and gloves have the worst drop rate (and yet are the two required to help make up the lost accuracy on the weapon), and everything else Dragoon specific drops like gangbusters, and yet are generally the most useless/interchangeable pieces.
I've been doing Coil since about the second week of the game and I only got my pants a week ago and have yet to see the gloves.
I guess I got really lucky, I got pants on my first ever coil run and the gloves on my second. Still haven't seen the headpiece, boots and a couple of accessories though.
Strongly disagree here, beat it with both PLD and DRG multiple times but this fight clearly favors ranged by a far amount.
There is no meaningful disadvantage for melee on the extreme fights. The only arguable case is with Garuda re: WWs, and to be honest I don't even pay much attention to the mechanic. When I hop to the second add, I pop Keen Flurry and go to town. A 3.2k Wicked Wheel when I have 5k HP is not very relevant.
Double wicked wheel has the chance to kill a i80 pld with rampart and sentinel up. In the tornado phase when you have to run across the tornados during the brown portion, you are telling me you can just stand there dpsing Suprana with both garuda/suprana in the small vicinity. Then when garuda jumps and you immediately have to get out of the way of that arrow dot move while also avoiding the spinys explosion in that tight of a space.
all avoided with range. horrible horrible fight but i deal with it ;p
*Shuffles up all your stacks of paper then staples them together*
Thread raid!!!
Monks rule!!!!1!!one!!
I've never seen the double. From what I understand it occurs in the 20 seconds before Chirada is dead and we switch to Suparna. Sometimes when I look over at the start the MT is dancing, so I assume that's them dodging the rain/double WW combo and stuff.
The fight does favor ranged, but it favors them about as much as any fight in the game favors range (except Titan EX).
ADS2 is persistently more annoying to deal with (hell, Twintania Dreadknights are more annoying to deal with) than Garuda EX once you adjust to it.
Yes. I just make sure to avoid slipstream/downburst which is predictable because it's facing the tank. So I don't stand where the tank is. I also pay attention to spiny transition so I don't stand where the tank runs towards the center to taunt the spiny.In the tornado phase when you have to run across the tornados during the brown portion, you are telling me you can just stand there dpsing Suprana with both garuda/suprana in the small vicinity.
Actually one trick there I learned is that the cyclones basically deactivate at that point (or there is like a 99.9% chance that they are not 'exploding' when the transition happens). So, I just hit the spiny once as I run away towards the center even if the cyclone animation is up. Never get hit by the rain.Then when garuda jumps and you immediately have to get out of the way of that arrow dot move while also avoiding the spinys explosion in that tight of a space.
Last edited by EasymodeX; 01-29-2014 at 04:12 AM.
If you run 5 very good dps with 1 heal you can run into it if you jump to Suprana after finishing Chirada.
Downburst and Slipstream are very easy to avoid I agree, Wicked Wheel is impossible in that phase while doing any meaningful dps on Suprana/Garuda during tornados.
This is the clincher for me, I just don't know when to predict Garudas Jump and we always kill the spiny almost instantly and I do not have enough time to avoid moving into a tornado/moving out of spiny explosion/moving out of feather/arrow rain (w/e its called).Actually one trick there I learned is that the cyclones basically deactivate at that point (or there is like a 99.9% chance that they are not 'exploding' when the transition happens). So, I just hit the spiny once as I run away towards the center even if the cyclone animation is up. Never get hit by the rain.
You know you can run into the tornado and not take damage once garuda jumps and you have killed the spiny right? (Run into it and run out into the safety spiny circle)
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.
I've had success where as a DRG I grab Chirada, OT grabs Surpana and spiney, MT on Garuda. I head to the same clearing as the OT standing at maximum distance apart from each other. Keen Flurry lets me eat Chirada's downburst. So long as ranged give me a litle bit of time to build up threat (time spent to dot her, surprana, garuda), I can "tank" her just fine.
All dps will focus on her, then move to Surpana. Since she's right there with me, there's even less down time trying to navigate the tornadoes. The main tank doesn't have fear double WW this way either. I won't deny that an over zealous or proc lucky BLM can pull her off me and muck it up, though.
Last edited by mythicrose; 01-29-2014 at 06:47 AM.
The jump is hard to predict, but the sisters' specials (Wicked Wheel and Downburst) are pretty easy as they normally occur shortly after Friction. In the first Phase, after Friction's animation is done I pop ToB + Vengeance and stagger Inner Beast a bit, this usually leaves me comfortably above 60-70% HP (higher with good mage shields). If your group uses a strat that has you pull Garuda and Chirada it's easy-ish to avoid Downburst by dancing around when the cross-hair pops up. It's a bit harder to handle during tornado phase sisters because Garuda's and the sisters' specials end up being staggered a lot; in this phase I've found it easier to stagger IB > ToB > Ven > Inf. + IB so that they overlap for a good portion of their buffed state.
Finding this out helped so much in phase transitioning, haha
edit: once Garuda jumps you can move immediately, if you have the spiny this gives you the chance to move it to a more central position before it pops.
Last edited by Skull_Angel; 01-29-2014 at 05:44 AM.
That's why in "Gales Phase/razor plumes", we let the MT pull Garuda + Spiney and pull them north. The rest of the party stack up South West, and the OT will go South East. When the MT is at 2 stacks, the OT will then pull Spiney off the MT. Me, as the Dragoon, will just stay on Garuda. When she jumps, the AOE's are always South East of me, and I never get hit by them. I usually just run around West & throw a spear at the plume to kill it.
On the Sisters/Vortex phase, you should always make sure Spineshatter drive is saved. We get the OT to pull Suprana, and let the MT take Garuda and Chirada. The OT will take Suprana into one of the open corners of the Vortexes. As DRG, I just poke suprana until the winds spawn. Then I wait for Slipstream. Once I see slipsteam, I run to the other corner opposite, and avoid WW. Suprana should die one TTT after the WW, then you can Spineshatter drive to the MT with Chirada. You have 1 full rotation before the next Wicked Wheel. So when you see Fricton from Chirada, you do the same thing, and run to the other corner and avoid WW of Garuda.
^ This is Single WW method, easiest for any tank under i85.
Last edited by Dervy; 01-29-2014 at 07:01 AM.
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