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  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60

    Savage coil 1 ideas :)

    If they ever remake savage coil one, I'd like to add some interesting and scary crazy ideas. While fighting caduceus, in the first phase before he splits, you fight a mini ADS. Same mechanics and needs to be paralyzed but he also targets one player. If the player is lined up with the slime while feeding caduceus, the slime explodes and deals heavy damage to the raid. Besides caduceus having more HP and hitting harder, the venom puddles also leave a poison Debuff that must be esunad or leeched within five seconds. When caduceus splits, he splits into two, and slimes must be fed to both. The mini ADS returns, but now there are two of them. When each caduceus gets to 10%, they split into two again! meaning there are now four. The other mini ADS should be dead or it is a wipe. Feeding slimes to the four is an option, but this is pretty much a burn phase. Tanks will be in charge of maintaining aggro and surviving through two Caduceus monsters.

    Thoughts?
    (0)

  2. #2
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    For T2, NO ENRAGE! That is all actually lol...

    Enrage timer reduced by one minute. There is one extra node that you can kill that is optional. Killing it removes a new ability called Ghost Program from ADS. However, removing this ability grants him regen.... In order to remove vacuum wave, you have to kill four computers beforehand now, because they are positioned differently. Killing four of them and ADS is nearly impossible with enrage which means you have to deal with vacuum wave and allagan rot. However, if you don't kill the computer that Ghost Program, you can counteract vacuum wave sucking you in and unintentionally passing rot to somebody else. Ghost Program creates a few spots in the area, kind of like the yellow circle in the fight vs Xande. Standing in them stops you from being drawn in, but it makes current HP equal to max HP for 20 seconds.
    (0)

  3. #3
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    For T4
    8 spiders spawn. Be careful because they have a new ability. If one glows, it means it will latch on to a healer, reversing the effect of their healing magic and making it deal damage. Once it starts glowing, there is 8 seconds to kill it. If it latches, it can be killed but attacking it damages the healer by the same amount. However, once it latches, it can be killed with three hits, regardless of how much life it had. 45 seconds to kill them all. Two Knights and Two Soldiers spawn. They have more HP and hit harder but most importantly, they can swap roles at will. A soldier might turn into a knight and a knight into a soldier.
    This is completely random but it cannot happen twice within seven seconds. If it happens, aggro is reset, and cannot be regained until 3 seconds have passed. Knights might cast reflect on a party member, making a cure bounce off and heal a soldier. If a soldier is healed in this way, the soldier gains a haste buff. 50 seconds to kill these guys. 2 dreadnaughts spawn with ten spiders. Main tank must grab both dreads and OT at least four spiders. Feeding more than 3 spiders to a dread grants a regen of 10,000 a second, causing a wipe. 55 second. When rooks land they DOTs everyone. Healers can remove DOT by having a spider leeched on them and using Esuna or leeches on party members. 60 seconds. One of each monster comes for last phase.
    (0)

  4. #4
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    T5. Five scourges at pull. Death sentence gives Debuff from beginning. 15% chance liquid hell turns into a conflagration, trapping player inside. Every time a scourge dies the chance of a conflagration coming up increases by 15%. Fireballs are present from this phase. Conflags will not happen at all except for from coming out of liquid hell. This means at least one scourge must be kept alive. If conflag doesn't appear, the team can still soak, but the more people taking damage the less time on conflag. Main tank should try to avoid death sentence using conflag. At 80% hp death sentence adds a vulnerability Debuff as well. At 55% dive bombs occur, but depending on the number of scourges left you have more divebombs targets to deal with. Killing the last scourge permanently buffs twintania. Trying to stack in the pit is death because a scourge will approach from the opposite side twin appears from if all players are stacked.
    Four mini snakes appear in random areas a long with a caduceus clone in the center. Each mini snake that reaches caduceus clone buffs it. At 50% it splits into two. But for each buff it received from the four snakes it splits into one extra. Second set of dives must be dodged while dealing with this. Caduceus clone has 45 second timer before twin comes down.

    Dread knight comes like normal, but another add appears that can only be killed by a twister. Not killing the add before the phase is over is a wipe. The scourge comes back with twin and no longer casts liquid hell but it casts fireballs. Twister and fireball occur randomly but never within 5 seconds of each other. Death sentence now adds a doom Debuff which requires tank to touch all three neurolonks within 15 seconds.

    Last phase is the same as it is now but with fireballs and conflagration If hatch touches a conflagration, all members inside die. After a minute in this phase twintania might use twisters. Death sentence no longer gives doom but now adds a dot that will deal damage equal to the tank's max Hp at that moment within five ticks. That's that! Easy right?
    (0)

  5. #5
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Savage coil is the "zero state" of programming content, pre balanced and already existing... just not implemented to play.
    Remember the bugs on T5 which made it unbeatable? I guess that was the reason why they started with T6 - T9 and skipped T1 - T5...
    (0)
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  6. #6
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    The savage modes are built on the original versions, but I can see t2 enrage method being made impossible, if it was possible in original battle data.

    In general, all bosses hit harder and have more HP.

    Caduceus: Two slimes spawn at once. Damage buff stacks up slightly faster. A new mechanic, but I cannot think of any.
    ADS: Chain Lightning leaves a debuff, don't stack too much. Double Rot at 33%, immunity timer is shortened at this point. But let's face it, removing the enrage method already makes this a savage fight for most of the playerbase.
    Turn 3: The boss they removed! Jokes aside, T3 doesn't need a savage mode.
    T4: Mobs have more HP and the waves are different.

    T5: Infirmity from the beginning. Scourges hit harder and have more HP. Conflag is larger, forcing tank to move Twintania. Divebombs are unchanged. Snakes have slightly more HP, Asclepius hits significantly harder. Dreadknight moves slightly faster. Twister is back to its original mechanic. Twisters are used in last phase. Liquid Hell's voidzone ticks too hard for OT to camp under Twin.

    Just my 2 cents, trying to see the fights in their original form.
    (0)
    Last edited by Sove92; 09-10-2014 at 10:13 PM.

  7. #7
    Player
    KitanaiKoneko's Avatar
    Join Date
    Oct 2013
    Posts
    196
    Character
    Luise Maynard
    World
    Diabolos
    Main Class
    Thaumaturge Lv 50
    All they have to do is re-implement the .3s position checks (just for Savage First Coil) and return T5 Twisters to the original mechanic.
    (0)
    Quote Originally Posted by CYoung187 View Post
    People may not know this, but playing the game is actually more fun then whining about it on the forums.

  8. #8
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Yeah, as others have said, Savage is not something they designed separately. It's what the difficulty was before being tuned.

    Quote Originally Posted by Codek View Post
    (Health buff is a given)
    T1: Removal of all indicators (ya, you won't know which tile to stand on)
    T2: Nodes spawn at random locations, enrage pulls all living nodes into the room
    T3: jumping pads deal fall damage (Go Go Ninja run!)
    T4: Adds attack immediately when spawning, pox is required to survive dread hits in last two phases (yes, you can use Pox as a buff if you know how it works)
    T5: Dive bombs can't be avoided based on height difference, Twisters reverted to the original position check. Hatch can only pop on it's designated target. Snakes attack immediately on spawning.
    T3 would not be completable like that. Some of the distances would mean instant death for the entire group.

    Quote Originally Posted by Codek View Post
    If you are out of combat, you will live ;-)
    Basically a pointless mechanic then, just meant to slow you down. And before you bring up Hullbreaker, that happens once, not around 10-15 times.
    (0)
    Last edited by ispano; 09-10-2014 at 11:16 PM.

  9. #9
    Player
    Codek's Avatar
    Join Date
    Sep 2013
    Posts
    511
    Character
    Dalek Codex
    World
    Leviathan
    Main Class
    Astrologian Lv 60
    (Health buff is a given)
    T1: Removal of all indicators (ya, you won't know which tile to stand on)
    T2: Nodes spawn at random locations, enrage pulls all living nodes into the room
    T3: jumping pads deal fall damage (Go Go Ninja run!)
    T4: Adds attack immediately when spawning, pox is required to survive dread hits in last two phases (yes, you can use Pox as a buff if you know how it works)
    T5: Dive bombs can't be avoided based on height difference, Twisters reverted to the original position check. Hatch can only pop on it's designated target but still explodes when hitting others. Snakes attack immediately on spawning.

    Quote Originally Posted by ispano View Post

    T3 would not be completable like that. Some of the distances would mean instant death for the entire group.
    If you are out of combat, you will live ;-)
    (0)
    Last edited by Codek; 09-10-2014 at 11:15 PM.

  10. #10
    Player
    Pyreflye's Avatar
    Join Date
    Dec 2013
    Posts
    240
    Character
    Nugget Highwind
    World
    Behemoth
    Main Class
    Lancer Lv 50
    When they release t1-5 Savage, I just want turns 1-2 to be played as originally intended.

    Turn 1, you must feed slimes.
    Turn 2, you must deal with rot/other mechanics

    No more enrage and tank + spank.

    Obviously with some more difficulty added inbetween, but those are the 2 main things I want to see
    (1)

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