T9 is a lot harder than t10, t11 or t12 (haven't tried 13 yet), so you can easily be very very good and T10 and be bad forever in T9. Really cannot compare.Because people nowadays clear T5, go straight to T9, and if they win T9, will suffer in FCoB due to certain repeated mechanics. Heck, even those who hasn't fully learned T9 but cleared tend to hurt others in T11 with Lightning for example, because they didn't move away from group.




I dunno. T9 is a very easy fight up until the last phase (one could say boring). T10 is pretty much T7 before nerf, but more forgiving (as in, don't mess up in the final phase, or else you might kill a player or two). T11 is easy, no question (though a badly timed DC will cause wipes) and T12... honestly, I find that to be harder than T9 as it has a lot going for it in the second phase, is rough on healers in the second and third phase, but eases up in the last phase (though players with or without tethers have to be wary not to be hit by two Phoenix-Egi's... unless a BLM/NIN. Manawall and Perfect Dodge~). There's also the KO penalty to hasten raid wide AoE Death.
Last edited by Nestama; 04-20-2015 at 08:27 PM.





I'd say T9 mechanics are harder than T13's. In the last phase of T13, Bahamut basically goes back to the skills he uses in the first phase and adds/changes a few things (Akh Morn instead of Flatten, tethers on Megaflares and Earthshakers). The last phase of T9 is that crazy DDR game with the tethers and the divebombs that resembles nothing else in the fight.
Honestly, I don't care if they're putting Echo into FCoB. It'll make it that much easier for us to farm and get the last few gear pieces that people in my static want/need for their alt classes. Mechanical nerfs... I don't see much you can do to nerf them mechanically without making it an utter cakewalk. T10 and T11 are pretty simple. T12 I guess I could see a few changes they could make. I really kinda hope they leave T13 alone as they have with the other "Gatekeeper" turns.
This right here.Honestly, I don't care if they're putting Echo into FCoB. It'll make it that much easier for us to farm and get the last few gear pieces that people in my static want/need for their alt classes. Mechanical nerfs... I don't see much you can do to nerf them mechanically without making it an utter cakewalk. T10 and T11 are pretty simple. T12 I guess I could see a few changes they could make. I really kinda hope they leave T13 alone as they have with the other "Gatekeeper" turns.
I honestly don't see them touching the mechanics at all other than what I said earlier because of how strange it would be if they did. Damage nerfs are a given, but mechanics nerf is going to be a tough nut to crack. They probably will leave T13 alone just as they did for the previous coils with T5 and T9 untouched.
I'll sum up what I said in another thread. FCoB fights are designed in a way where echo/overgearing does help, but it has some focus on performing your role rather than the fight. You have the constant pressure of a DPS check, tanks managing cooldowns and healers being on top of mitigation/topping off in each of the turns in FCoB. There's a good balance of both the mechanics and individual role performance.
In SCoB, all of that means jack shite and you're looking at dancing with the bosses than actually performing the role. You moved during blighted? You're dead. A little bit too close to the Renaud? You're dead. One foot in too deep in anything involving T9? You're dead. Overgearing/Echo does absolutely nothing to SCoB the way it was and it'd never be DF friendly unless they actually changed the mechanics.
That being said, I really hope they don't do anything other than add echo and maybe nerf T11's trash for FCoB. Honestly it's less overall BS Than SCoB and wouldn't need any other changes to be more player Friendly.
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