Title says it all.
Can't log in atm, but question came up and we're curious.
We haven't done any of FCoB before HW
Title says it all.
Can't log in atm, but question came up and we're curious.
We haven't done any of FCoB before HW
No, I believe you only have to have beaten T5 and T9 to go into T13. I could be wrong though.
For those who haven't cleared T9 yet, I'll just add that it's incredibly steamrollable now with an unsynced level 60 team, as long as at least half the people present knows how the fight works. Phasepushing is insane, but fun.![]()
Last edited by seekified; 10-13-2015 at 10:55 PM.
That is correct, though, if you are interested in the story, you won't unlock any of the cutscenes from the previous turns if you skip them. t12 has one of the best ending cutscenes for a fight.
This is the correct answer. At the very least do T12 before T13, it is totally worth it. It basically explains everything, and has an actual pre-rendered cutscene instead of the normal in-engine ones!
First half is easy enough once you know how not to stack meteors, but I still have to say the amount of utter BS in the fight post-Megaflare is absolutely insane, and that unless your group was more than capable of handling it at 50 cap, I wouldn't call it steamrollable at 60. It still kills you just the same, because of the fight's fondness of finding ways to fling you into the wall. The wall doesn't care if you're level 50 or 60.For those who haven't cleared T9 yet, I'll just add that it's incredibly steamrollable now with an unsynced level 60 team, as long as at least half the people present knows how the fight works. Phasepushing is insane, but fun.
The only way I've ever gotten past divebombs alive is by sheer luck. Nothing in FCoB feels as unfair. :/
Yeah, one person missing a divebomb will screw everyone over. Even knowing they're coming and reacting too slow will leave you swimming in the fire. Once you get the fight down and everyone has it figured out, it's not bad - maybe even easy. But it still takes you getting to that point. Lots of one-mistake-kill mechanics.First half is easy enough once you know how not to stack meteors, but I still have to say the amount of utter BS in the fight post-Megaflare is absolutely insane, and that unless your group was more than capable of handling it at 50 cap, I wouldn't call it steamrollable at 60. It still kills you just the same, because of the fight's fondness of finding ways to fling you into the wall. The wall doesn't care if you're level 50 or 60.
The only way I've ever gotten past divebombs alive is by sheer luck. Nothing in FCoB feels as unfair. :/![]()
When we farm T9 unsynced, we DPS enough to kill Nael BEFORE divebombs.Yeah, one person missing a divebomb will screw everyone over. Even knowing they're coming and reacting too slow will leave you swimming in the fire. Once you get the fight down and everyone has it figured out, it's not bad - maybe even easy. But it still takes you getting to that point. Lots of one-mistake-kill mechanics.
Otherwise we lose because we don't feel like marking them and stuff lol.
Any group with decent DPS can kill Nael usually around the time she uses the first Bahamuts Claw.
The last few times I ran it, it was with 5-6 people. Ran it yesterday with 5, 2 of which were new (one going in totally blind) and one of which was a sub-60 tank. We didn't have quite as much dps going for us as a full group of 60s.![]()
With 5 60s we usually kill Nael right after the first set of divebombs. You still can't ignore the mechanics though, decent dps or no.
Last edited by Avidria; 10-14-2015 at 06:41 AM.
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