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  1. #1
    Player
    negiman4's Avatar
    Join Date
    Oct 2013
    Posts
    81
    Character
    Blank Braver
    World
    Leviathan
    Main Class
    Paladin Lv 90

    Coils of Bahamut Schematics Comlete!

    Hello everyone! I'm just letting you all know that I'm finally completely finished with all the coil schematics! These documents took no small amount of time to research, test, probe, and write, so I really hope you all get a ton of use out of them. I've also updated them so that they are spoiler-free, at least until you open them up.

    To reiterate from past posts, these are not guides. These are a special kind of document with the intention of laying bare the intricacies of the game's mechanics. I certainly learned a lot about this game by closely studying each fight down to the last minute detail. For example, many of the older bosses don't have rotations, but in fact have weaponskills and abilities with cooldowns just like us! Weird! Anyway, since they aren't guides, I've decided to call them "schematics" to distinguish them from traditional guides.

    In these schematics, you will find a lot of really useful—and not-so-useful—information about how every single mechanic works in the Coils of Bahamut. What you won't find are strategies, explanations, or anything of that sort. These schematics encourage you to formulate your own strategies. If raiding is a puzzle, then these schematics will give you all the pieces you need, but they won't show you how to put them together.

    These are great for groups who are doing the Coils of Bahamut at least somewhat blind at MIN IL. They can also supplement traditional guides by offering more granular knowledge then said guide would provide. Greater understanding of mechanics means more party adaptability when things go wrong. Blindly following guides without knowing why mechanics need to be handled a certain way robs you of that flexibility.

    I've also found that a lot of the information found in traditional guides are downright incorrect. For example, in Turn 12, the Bennus don't give each other stacks of Damage Up and Vuln Down when they're near each other—that only applies to the HP Boost buffs—, they do it when there's more than one fully grown Bennu in play. When one dies, the stacks fall. Sure, this information is kinda irrelevant if you're doing the mechanics correctly anyway, but I felt it necessary to correct that.

    So, I do plan on making more of these for later raids and perhaps even EX trials. I do this because I love doing it and I've taken a huge interest in FFXIV's game design. Thanks and please enjoy!

    MOBILE USERS: The documents might not display properly for you. You can fix this by viewing them in Print Layout mode, which is an option that's easy to find within the Google Drive app.

    Link: https://drive.google.com/drive/folde...LT?usp=sharing

    Primal MIN IL Discord: https://discord.gg/BmpW6C9
    (10)
    Last edited by negiman4; 06-30-2021 at 06:22 PM.

  2. #2
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    This is a nice resource.
    Thank you for both putting it together and for sharing it with us.
    (2)

  3. #3
    Player
    znushu's Avatar
    Join Date
    Nov 2018
    Location
    Gridania
    Posts
    183
    Character
    Vylesha Eumoilhar
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 70
    impressive
    (2)

  4. #4
    Player
    OM3GA-Z3RO's Avatar
    Join Date
    Aug 2020
    Posts
    209
    Character
    Celestria Thurmand
    World
    Zodiark
    Main Class
    Dark Knight Lv 90
    Very Nice.

    Been stuck on Bahamut with my team, hope this video will help them see a clearer picture. Especially since you downed him with Echo silenced.
    (2)

  5. #5
    Player
    negiman4's Avatar
    Join Date
    Oct 2013
    Posts
    81
    Character
    Blank Braver
    World
    Leviathan
    Main Class
    Paladin Lv 90
    Thanks everyone! I'm glad you find this useful!
    (1)

  6. #6
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,586
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Huh, you got what Pox does wrong in Schematic for 1-4. It sets target's total HP to current HP. i.e. If you have 3800 HP when the cast locks in, then your maximum HP is set to 3800 for the duration.

    Edit: Also the final wave listed is the second to last wave. The final wave has two spiders, a spinner rook, a knight, soldier, and dreadnaught.
    (2)
    Last edited by Vyrerus; 07-01-2021 at 08:31 PM.

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  7. #7
    Player
    Wind-Krysvein's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    219
    Character
    Drast Vyrkasch
    World
    Louisoix
    Main Class
    Warrior Lv 83
    Quote Originally Posted by negiman4 View Post
    For example, many of the older bosses don't have rotations, but in fact have weaponskills and abilities with cooldowns just like us! Weird!
    Honestly, it's stuff like this, along with many other intricacies, that makes me long for the dungeon/raid design of ARR. A lot of the game's most creative raid stuff, like ADS's ability/resistance hurdle in 1-2, are in the Coils.

    I don't give a honk if this is an unpopular opinion, but at this point everything just feels like it's been finetuned and grounded into a very specific paste, and most of the content just ends up giving the exact same vibes over and over again.

    Is there even a reason to call raids "Raid Dungeons" anymore? They've far more in common with trials than with dungeons.
    (3)
    Quote Originally Posted by Jojoya View Post
    No reward is worth suffering through content you feel is bad. The worst thing the playerbase can do to itself is force-complete the content it hates. It leaves the false impression that despite complaints, players are generally satisfied with the content and it's okay to make more like it. If players stop working on the content even with rewards incomplete (like Pagos when it first came out), it will send a clear sign that changes need to be made.

  8. #8
    Player
    Jin-'s Avatar
    Join Date
    Jan 2015
    Location
    Limsa
    Posts
    1,236
    Character
    Jin Wa
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by Wind-Krysvein View Post
    Honestly, it's stuff like this, along with many other intricacies, that makes me long for the dungeon/raid design of ARR. A lot of the game's most creative raid stuff, like ADS's ability/resistance hurdle in 1-2, are in the Coils.

    I don't give a honk if this is an unpopular opinion, but at this point everything just feels like it's been finetuned and grounded into a very specific paste, and most of the content just ends up giving the exact same vibes over and over again.

    Is there even a reason to call raids "Raid Dungeons" anymore? They've far more in common with trials than with dungeons.
    I would prefer this aswell. Set on stone script is boring after a while
    (1)

  9. #9
    Player
    negiman4's Avatar
    Join Date
    Oct 2013
    Posts
    81
    Character
    Blank Braver
    World
    Leviathan
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Vyrerus View Post
    Huh, you got what Pox does wrong in Schematic for 1-4. It sets target's total HP to current HP. i.e. If you have 3800 HP when the cast locks in, then your maximum HP is set to 3800 for the duration.

    Edit: Also the final wave listed is the second to last wave. The final wave has two spiders, a spinner rook, a knight, soldier, and dreadnaught.
    Huh, how perceptive of you! You're right, I didn't catch that. Fixed and credited you. I'm not sure how I completely omitted that final wave though. I must have been tired. It took me a lot of time to write these schematics and I was probably getting burnt out.
    (2)

  10. #10
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,586
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by negiman4 View Post
    Huh, how perceptive of you! You're right, I didn't catch that. Fixed and credited you. I'm not sure how I completely omitted that final wave though. I must have been tired. It took me a lot of time to write these schematics and I was probably getting burnt out.
    I did that a fight a lot, so I remember it quite well. One of your buddies in the clear video was remarking on remembering a 2 Dreadnaught phase. What he's remembering is when the fight was current, the Dreadnaught in the second to last phase would often still be alive when the last Dreadnaught came down, requiring two Dreadnaughts to be alive and tanked by one of the tanks while it was finished off.

    Your schematics are like memory lane for the most part though. Really like it!
    (1)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

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