luck isn't a factor at all in t6. when figuring out the best way to do p3 my group was getting through p2 without issue every time, because as your mastery of the fight increases so called 'bad luck' happens less and less often.

luck isn't a factor at all in t6. when figuring out the best way to do p3 my group was getting through p2 without issue every time, because as your mastery of the fight increases so called 'bad luck' happens less and less often.
As my 1st mmo ever, i was in for a rude awakening when i found out end game progression = play with 7 other ppl only.
Thought it'd be more open but i feel lame to be funneled down a sink.
Now i know why it's called "binding" coil of bahamut....
Cuz it's supposed to bind ppl together forever and ever and everrrr.


I have to agree. The RNG of the fight CAN give you situations that are more difficult to deal with, but that doesn't mean it's impossible. There's a reason many groups one-shot this fight every week, and it isn't gear.
Phase 3 will be a lot smoother once your group learns how to deal with every single possible vine combination, especially the ones that come out as the rotten stench marker is up. My group likes to send the single connection back, while having the other connections inch forward. There is also sort of a zig-zag one, and everyone has to use their best judgment with that. It helps to be slightly spread out on the final phase, so you have room to see what the connections are before you even start running. As for phase 2... at first, my group would 'wait' while we had vines to see who had the yellow flower, but we found it is much easier to just have everyone run to break it immediately and 9/10 by the time the flower marker disappears, the person with it is in perfect position. If not, they can always run into a briar for safety rather than using the LoS method like we usually do. It's all about adaptation to different situations.

Thanks so much for the opinions everyone! Of course I can only use a few comments (imagine if I could), but I'll let you all know in this topic when the article has been posted.
C'est Vie ou Mort!
Coil is no fun unless you have 7 others on the same skill and dedication level as you.
Otherwise you lose friends, waste time, and just get angry at things you never thought would set you off.
Coil is good content. Hard, engaging and good drops. The lunch table 8 man static thing is terrible. The lockout is also terrible design. Why can't I repeat the content? I pay to play. I'm cool with CT gear lockouts but not being able to run content is terrible especially for a pay to play game.



I like the Coil encounters for the most part. (Really don't care for T6 too much) Early on, it's fresh and challenging. Once you've done it so many times though, it's pretty easily doable, but you still have to devise those strategies that work for you to get to that point. This week we wiped a couple times on T6 just trying different things instead of going to safe route with 2 bees, then just went back to our old strat as not to waste so much time. T7 and T8 were one shots. My group is currently working on T9 and it's pretty challenging and mistakes made are very unforgiving. That seems to be the theme of the entire Second Binding Coil actually.
Overall I'm pleased with the design of Coil and am glad people are able to devise alternate strategies that work better for their group instead of doing everything one way. I'm actually looking forward to the next Crystal Tower to have a more relaxed raid environment for a while.

Thanks, once again, for the responses! I know it has been a bit... late, but E3 put it on delay. Apologies, but here is the link: http://gamerescape.com/2014/06/26/eo...coil-me-maybe/
C'est Vie ou Mort!

Though we wouldn't need statics if everyone understood how to play their job and the gimmicks that make coil so difficult.
I love the lockout, it forces people to stop being lazy and organize a group to tackle a challenge and it rewards you for doing so.
So what IF they removed the lockout and made it loot lockout instead? How does that help you besides wanting people who have already beat it carry you though it? You can run them all week even with the lockout, it just seems like you guys are sugarcoating your real reasoning behind wanting it removed.
The server will just be filled with people selling runs.
The current coil(scob) is amazingly designed, the mechanic based fights are getting more creative and hard. I hope they continue this route with the next coil type raid. Only gripe is the useless trash mobs that are just there for the sake of being there, make that challenging itself or just remove it completely.
Last edited by Brainberry; 06-27-2014 at 02:13 PM.
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