well you are buffed + punished with every killed nodeThe reward is five minutes of your life back every week to do whatever else is in game. I can understand why people use this. I've tried both methods myself. what boggles my brain is how, within the time limit, we can kill more nodes and have time to kill the boss but the boss hard rages. Using High Voltage every 2 seconds. Yet the enrage method is clearly easier. If players are geared enough to take down more then 3 nodes before fighting the ADS, they really shouldn't be punished for that.
as every node kill will take off one ability from the ADS, and also gives him one buff
if you want to kill more then 3 then don't kill the one with the attack speed buff, i guess
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This is a pretty troubling response. Exploit or no, the entirety of Turn 2 is poorly designed. The enrage strategy is just the rotten cherry on top of the warm milkshake that is Turn 2. I'd be happy if all you did is just add a paralyze effect to the AoE attack ADS does when it rages. Problem solved.
I actually think that the fight should be fixed. If not, then there is no meaning to the part with the clicks, yes? It should probably be made such that an explosion would occur if the fight is not completed properly in the set amount of time. Though it's not an exploit but it does seem to be a broken mechanic to the fight?

It isn't broken. The ticks are there to warn you that ADS will commence his sequence when the timer runs out, which will wipe any group who are not prepared for it; if you're going with the Allagan Rot strategy then his 'enrage' will likely wipe you when it starts.I actually think that the fight should be fixed. If not, then there is no meaning to the part with the clicks, yes? It should probably be made such that an explosion would occur if the fight is not completed properly in the set amount of time. Though it's not an exploit but it does seem to be a broken mechanic to the fight?
Yeah, but I don't see how with this strategy, there is any need for the Allagan Rot mechanic anymore. Probably the enraged mode should be buffed up or changed to be less forgiving. Otherwise Turn 1 - Turn 4 is just like a walk in the park? Or so to speak.

Let's not kid ourselves into thinking Coil is harder than it actually is. Most Free Companies have 1-4 on farm and more and more groups are farming Turn 5 aswel now; with or without Allagan Rot, Turn 2 is still easy. You can also remove Allagan Rot from the fight by simply taking out the bottom node, the Quarantine node, is it? In actual fact you could remove all of his abilities by killing all of the nodes if you liked; would that too be considered an exploit or a broken mechanic? You could even eat the High Voltage with the Haste buff, since you'd have nothing else to dodge.
I see the enrage method as either a strategy for PuG, groups without voice communication or groups who want a stress free ride into Turns 3-4.
I can't fathom why people want this changed. The fact that this was figured out is fantastic and as long as it is left alone means player ingenuity is celebrated as opposed to being crushed.
Glitches and exploits such as locking a mob from performing actions need to be fixed, but working within mechanics to find alternative solutions needs to be encouraged so that we can escape from the theme park design that is so enforced in modern MMOs.
Multiple solutions is the right way to go.
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It's not fantastic, it's putting a bunch of awful players who aren't competent enough to complete T2 into T4, where they're even less competent.
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