Been seeing that name a lot lately, congrats to them.
LOL at someone saying "undertuned".
Step into T11 and T12, show us the clear and then talk about it being undertuned.
These are incredibly challenging fights that focus much more on coordination and control than learning a precise dance that can see no real deviation. If your party is strong in communication, can adapt quickly while learning the mechanics and can maximize mechanic response and high DPS output simultaneously, then you can clear the turns right now.
Last edited by Avalon_Albrook; 11-03-2014 at 06:46 AM.
Turn 5 everyone was new we had to get gear and learn how to play 2.0 version of the game. While turn 9 and now turn 13 most if not all have a great idea how the game works and how the fights going to end up being.
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Turn 5 also had to be fixed by SE a few weeks in because mechanics of it literally weren't working the way they were intended. Also other things that have been brought up.
Also looking at their video of turn 12, I'm quite astonished. The DPS check in that looked incredibly tight.
Very nice. These turns really push u to be on your A game in your class but also in teamwork. My team wiped at 3% on t11 last night and 4% today. Talk about the feeling of agonizing defeat xD.
Gratz to lucrezia.
As a guide, we beat Turn 10 with 2 seconds until enrage with 2055 party dps. It's a bigger dps check than last coil, but not by a massive amount.Turn 10 is already strict. You need very high dps. Much higher dps than being able to skip past the second ghost in Turn 9 and no one can die. No one. One death is all it takes to hit the soft enrage that will quickly kill you. You can't single tank or heal it either. (Not with current gear anyway). So if you needed a 5th dps to push the second ghost, you don't have anywhere near the dps for Turn 10.
Last edited by Alkimi; 11-03-2014 at 08:16 AM.
Why are people nervous about this? The groups who get world firsts treat getting these clears like a full-time job. (Not that I'm judging them -- more power to you if you can afford to take a week off of work to do this, or you have built up PTO/vacation time.)
For the 'average' group... If you do coil three nights a week, for two hours at a time (that's the amount of time my static runs), then that is six hours per week. If people are doing coil six hours a week, it would take them about six weeks to put in 40 hours of work. Not only that -- but your typical coil group won't have the same skill level or dedication, plus you have to account for the fact that you need to 'warm up'. HOWEVER, by the time you get six weeks in, you'll also have better gear from tomestones of poetry AND six weeks of drops from whatever other turns you DO clear.
First clear groups are exceptional in that they have the time to put in, and the critical thinking skills to figure a fight out BEFORE strategies are posted. But as far as the turn being 'easy' because someone cleared it within a week of it being released? Don't worry. If it was 'too easy', they would have cleared it muuuuuch earlier. Keep in mind that these groups are burning pots, etc, something your typical group won't want to do.
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