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Thread: Turn 9 Meteors

  1. #51
    Player
    Woggers's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    377
    Character
    Aldoric Firepeak
    World
    Adamantoise
    Main Class
    Scholar Lv 60
    Really people make the meteor phase a lot harder than it is. Just spread out after killing the last golem from first set. There are pillars, so 6 people stand at 1 each, then the extra two find space inbetween. If a pillar person gets meteor you move down to the hand. People inbetween place theirs inbetween. Don't make it harder on yourself than it is...
    (0)

  2. #52
    Player
    Abbul_Stonecleaver's Avatar
    Join Date
    Dec 2014
    Posts
    178
    Character
    Abbul Stonecleaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 60
    Quote Originally Posted by PArcher View Post
    Coordinaton is hard apparently. Both the sprint method and position method are easy enough for randoms to do of they can pay attention to what is going on. At least it isnt 8 like in Savage...

    And the meteors aren't nearly as tough as the last phase.

    But, t9 isn't meant for everyone to beat. It got only the echo for a reason, no mechanic nerfs

    And honestly, if you can't handle t9, you don't belong in FCoB at all, which is the main reason for anyone to beat it now
    The last phase is way easier than second set of meteors, as it is scripted and not RNG.

    I myself don't have issues with the second set of meteors, and the method our static used worked very well.. but every so often RNG will screw us.

    And joining other groups that run different tactics is the most intimidating part about T9, as I've seen some downright terrible meteor strategies.

    Once you see Heavensfall, it's usually a win if it's a clear/ farm party.
    (0)

  3. #53
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Abbul_Stonecleaver View Post
    The last phase is way easier than second set of meteors, as it is scripted and not RNG.

    I myself don't have issues with the second set of meteors, and the method our static used worked very well.. but every so often RNG will screw us.

    And joining other groups that run different tactics is the most intimidating part about T9, as I've seen some downright terrible meteor strategies.

    Once you see Heavensfall, it's usually a win if it's a clear/ farm party.
    Personally, I've seen a lot more fails in last phase due to people derping on dive bombs than screwing up meteors in clear/farm parties. Or, even better, throwing lightning on the party because they're in last phase and tunnel-vision their dps
    (0)

  4. #54
    Player
    ninthfantasy's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    431
    Character
    Lunaa Moon
    World
    Zodiark
    Main Class
    Astrologian Lv 70
    Saw the title of the thread and had 'Nam type flashbacks.
    (0)

  5. #55
    Player Jeckyl_Tesla's Avatar
    Join Date
    Aug 2013
    Posts
    271
    Character
    Cap'n Jack
    World
    Omega
    Main Class
    Marauder Lv 61
    Meteors are the easiest part of the fight. Everyone stands on the edge of the circle, grouped together. As soon as the first meteor appears, everyone presses sprint and runs around the edge of the platform.

    Done and dusted. No meteors will ever hit each other and you'll do ti without even thinking.
    (1)

  6. #56
    Player
    DoctorPepper's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominza
    Posts
    922
    Character
    Doctor Pepper
    World
    Cactuar
    Main Class
    Samurai Lv 70
    I disagree with the OP, coil is supposed to be hard and it's not surprising that you can't beat turn 9 (arguably the 2nd hardest fight in this game) with the DF. You would have to get very lucky and find a full party of experienced players which isn't going to pop up on DF in the first place because most people use DF to practice and PF to clear/farm.

    Given the number of things that are actually hard in this game I think we should retain at least a couple of high skill/coordination fights. It would not be fair to raiders to take away their difficult encounters just like it wouldn't be fair to casual players to take away their easy ones. I say leave coil and future raids alone, and the OP should try and use the PF instead if they want actual progression.

    Personally I find the stop and go method for meteors extremely easy and almost impossible to screw up if you actually pay attention and count your meteors, it just takes practice like anything else.
    (0)

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