Honestly, as far as time frames go the expansion should be getting released right around when they would normally do another coil nerf. I won't be surprised if nobody even cares/bothers with FCOB after the expansion brings up the level cap.
Honestly, as far as time frames go the expansion should be getting released right around when they would normally do another coil nerf. I won't be surprised if nobody even cares/bothers with FCOB after the expansion brings up the level cap.
I say just shut down T3. It's the most superfluous "raid" zone in the entire game.Just show up and get a free pass go card. I had a hard time finding people this weekeend to run t2 and t5. It took 3 hours to find a team for t2 and that was with 6 members in our group. The first coil just needs to be shut down, unless your light farming or rare mats. lol
t4 and 5 can stay. they serve a purpose.
I agree with this. T3 is just fluff.
Also, I am not looking forward a "carry", I really want to beat Twintania, but I just despise when developers rely on randomness (which you see a lot in this game) instead of clever design.
Last edited by Kasathar; 01-07-2015 at 06:55 AM.
The damage from Wild Charge has been greatly reduced.
The ability Heat lightning is no longer applied as an area of effect spell.
The damage increase from Heat Lightning has been greatly reduced.
The damage from Cyclonic Chaos has been greatly reduced.
The length of Prey has been increased.
The damage from Prey has been reduced.
Erratic Blaster is no longer applied if the target of Prey is at full health.
The damage from Erratic Blaster has been greatly reduced.
The paralysis effect from Erratic Blaster can now be removed.
The non-boss monsters in Final Coil of Bahamut Turn 2 are no longer resistant to physical or magical damage.
Kaliya's Nerve Gas ability will now always be used in the same order.
Kaliya's Nerve Gas ability will now always be used on the highest enmity target.
Kaliya's Seed Of The River and Seed Of The Sea will now always be used in the same order.
The Gravity Node is no longer resistant to physical damage.
The Weapons Node is no longer resistant to magical damage.
The damage of the ability Repelling Cannons has been greatly reduced.
The Electric Node no longer has the status effect Energy Field.
Kaliya no longer gains the status effect Critical Strikes.
Kaliya no longer gains the status effect Energy Field.
Kaliya's ability Nanospore Jet will now only target two players, down from four.
For FCoBT3 things I'd imagine is probably reducing the number of Black+Whitefire to just the OT one, reduce the brand damage, reduce the damage of the dot from a failed redfire and remove the buff from bennus being raised too close to each other. Maybe reduce the number of stacks from each fountain as well.
Last edited by Tyrn; 01-07-2015 at 07:36 AM.
You got a point, now try and find a team lol. T5 serves as a "Troll wall" for non hard core gamers/ non FC members. The gear is worthless and weapons junk. But, hey make them sweet....lol
I LIKE the fence. I get 2 groups to laugh at then.
I'm just curious, what is it about turn 5 that you find so random?
Divebombs are easily avoided using a known strategy where you stand in a crevasse and simply have the whole group run forward a bit and then back to the original spot baiting divebombs towards a specific direction essentially.
The only semi-random thing I can think of is twisters which aren't actually random at all and are also easy to avoid once you know how they work, spread out and start moving as soon as you see the cast bar for twisters.
I'm late to the raiding game - but are there post-nerf raid guides? I'd imagine some of the strats have changed quite a bit and 30 minute videos are no longer necessary for T5-T9.
T10
Wild charge damage reduced
Tether damage reduce (2 people can take tether)
Effect of vulnerability is great reduced
The paralyze from prey can be esuna'd
Prey does less damage
Adds no longer tether
Bosses name changed to "Notsuguud"
Strategies likely vary a little bit but I would say that 9/10 times if you watch a video guide of the pre-nerfed content and you will learn everything you need to know about how the fight works.
Any additional post-nerf strategies, such as ignoring specific mechanics, can be explained by your party when you enter the turn. The main thing the nerfs did was turn a lot of 1-shot kill mechanics into non-1-shot kill mechanics but the fights are still essentially the same.
Personally I recommend the video guides on youtube by mtqcapture since I find they are the most informative and easiest to follow but to each their own.
Nobody is going to do guides for outdated content because the audience is not as big.
Last edited by DoctorPepper; 01-07-2015 at 07:32 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.