Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast
Results 31 to 40 of 56
  1. #31
    Player
    jars's Avatar
    Join Date
    Aug 2013
    Posts
    389
    Character
    Juni Esura
    World
    Sargatanas
    Main Class
    Astrologian Lv 70
    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.
    (0)

  2. #32
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    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.
    (6)

  3. #33
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    Quote Originally Posted by jars View Post
    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.
    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.
    (1)

  4. #34
    Player
    Leira_Raine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa, Land of the Pirates!
    Posts
    276
    Character
    Talia Renton
    World
    Hyperion
    Main Class
    Lancer Lv 70
    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.
    (1)
    C'est Vie ou Mort!

  5. #35
    Player
    Nukocafe's Avatar
    Join Date
    Aug 2013
    Posts
    743
    Character
    Yurika Huin
    World
    Gilgamesh
    Main Class
    Fisher Lv 80
    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.
    (9)

  6. #36
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    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.
    (2)

  7. #37
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    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.
    (0)

  8. #38
    Player
    Leira_Raine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa, Land of the Pirates!
    Posts
    276
    Character
    Talia Renton
    World
    Hyperion
    Main Class
    Lancer Lv 70
    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/
    (0)
    C'est Vie ou Mort!

  9. #39
    Player
    RygaenYuui's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    133
    Character
    Eauijhkuu Yuui
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Umbeliel View Post
    All progression content- including our "alternatives" are locked behind Coil 2 which is unbelievably shitty.

    Coil on the whole is fun, but statics are incredibly old hat. At least, required statics.
    Will be happy when we have real endgame alternatives.
    Though we wouldn't need statics if everyone understood how to play their job and the gimmicks that make coil so difficult.
    (0)

  10. #40
    Player
    Brainberry's Avatar
    Join Date
    Dec 2013
    Posts
    100
    Character
    Sertur Trauner
    World
    Balmung
    Main Class
    Archer Lv 60
    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.
    (0)
    Last edited by Brainberry; 06-27-2014 at 02:13 PM.

Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast