I wish I wasn't at work... Site is blocked and can't even see any of the images that the OP linked /sigh. I also want to get aboard the hype train damn it lol.



 
			
			
				I wish I wasn't at work... Site is blocked and can't even see any of the images that the OP linked /sigh. I also want to get aboard the hype train damn it lol.
My gallery of regulart art and random drawings: http://www.dropbox.com/gallery/10502152/1/New%20sketchbook?h=7762c3


 
			
			
				North Shroud, closest teleport Fallgourd Flout...
Already known to be in that area.



 
			
			
				◾Eagle Eye Shot - 1500+ damage on a 75 Paladin. Is possible that she will not use Eagle Eye Shot at all.
◾Calcifying Deluge - Conal attack that does damage plus Petrification. (Large and far conal range)
◾Gorgon Dance - Long duration, AoE Petrification. Starts using at 30%. This is a gaze attack and can be negated by facing away from Medusa.
◾Pinning Shot - AoE Ranged Attack and Bind.
◾Tail Slap - Frontal damage and Stun.
◾Shadow Thrust - Single target 1000-1300 damage, strips Utsusemi.
◾Petrifaction - Gaze Petrification attack
^--- This is Medusa's move list from FFXI. I'd make EES her enrage. Once you hit the enrage she'll spam it on everyone in the raid. Would make it one-shot its target regardless of HP and damage mitigation effects.
I'd make Petrifaction one of the core mechanics of the fight. Something like she uses it on two random raid members every 45 seconds, requiring Esuna/Leeches to remove it but only when after the effect has been weakened. DPS would have to switch to the petrified party members and damage them (petrified members would be able to take damage from allies) until Petrifaction is replaced with Weakened Petrifaction.
Pinning Shot would be a ground-targetted AoE and thus avoidable if you avoid the marks on the ground. If you get bound by Pinning Shot she'll lunge at that target and hit them with Shadow Thrust, hitting the bound target for 75% of their max HP.
Tail Slap would be used at random intervals during the fight and force everyone that is not the tank to stay behind her.
Gorgon Dance would be the second core mechanic and forced tank-swap mechanic. Gorgon Dance allows Medusa to place a stacking slow effect on the target every 15 seconds. If the effect hits 5 stacks the target becomes Petrified. Regardless of her aggro table, Medusa would proceed to instantly kill (shatter) said target once the debuff hits five stacks. If you want to be really unforgiving, shattered characters cannot be resurrected until after Medusa is killed or the raid wipes. If you want to be even nastier, you could make it so anyone within line of sight of Medusa is affected (this would mean that raid members getting hit by Pinning Shot would mess up positioning and thus add to the difficulty of the fight).
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)


 
			
			
				I'm kinda concerned about SE burning potential good stuff like Siren and Diabolos so early for some casual dungeon content without much story related to them just like all the dungeons so far. Even Medusa looks a bit misplaced in a mecha-heavy place like coil but so was Twintania and at least they gave an explaination for that.


 
			
			
				You can see images here (topic on the french forum) : http://forum.square-enix.com/ffxiv/t...ur-les-donjons



 
			
			
				need reinheart's translation Q.Q


 
			
			
				Siren and Diabolos are sincerely rather minor summons in the FF series, only XI gave them that much importance.I'm kinda concerned about SE burning potential good stuff like Siren and Diabolos so early for some casual dungeon content without much story related to them just like all the dungeons so far. Even Medusa looks a bit misplaced in a mecha-heavy place like coil but so was Twintania and at least they gave an explaination for that.
Presumably they want to put other ones in the limelight this time, so they're 'burning' those ones to deal with the nostalgia while they arm other, unexpected, ones for use.
I'd love to see an Ark primal something important (hell maybe even Garlean >_>)
 
			
			
				Why everyone say Medusa? It are look like generic Lamia mob to me.




 
			
			
				The dungeons they're in aren't entirely unrelated to them. Without a lighthouse, ships are more prone to be shipwrecked. Bring Siren into the picture and you have yourself a deadly lighthouse. She'll call out to the sailors, who will crash their ship by the lighthouse, adding more ashkin to her thrall. It is also implied that Siren was once many, but is now few as the people of Limsa Lominsa made it their goal to kill them off. They were a threat much like they were in Greek mythology.I'm kinda concerned about SE burning potential good stuff like Siren and Diabolos so early for some casual dungeon content without much story related to them just like all the dungeons so far. Even Medusa looks a bit misplaced in a mecha-heavy place like coil but so was Twintania and at least they gave an explaination for that.
For Diablolos, as I said, he was most likely summoned from the Void by the people of Amdapor to use against the people of Nym. Their plan most likely backfired and now their town lies in the ruins we will be seeing very soon. Medusa will probably share the same lore the Lamiae of FFXI have: "According to rumor, Lamiae are not technically a race of beastmen, but actually a form of organic weapon (also known as a chimera), created by alchemists fusing the parts of multiple organisms." So chances are the Allag created her using level 100 Alchemist skillz.
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			 Originally Posted by Lithera
 Originally Posted by Lithera
					
 
			