T2 with a lot of melee can be difficult due to passing rot. However, I agree with you on the other turns. We have used 2 melee in T1, T4...haven't tried it with T5 but can't imagine it being that much more difficult than 1 melee.Our group clears Turn 1-4 every week and is currently working on T5. We run:
2xPLD, 1 WHM, 1 SCH, 1 DRG, 1 MNK, 1 BLM and 1 BRD
Don't see why people tend to think that bringing 2 melee is necessarily harder than bringing 3 Casters/Ranged. Both setups work fine and I don't see any issue with bringing 2 melee DPS.
EDIT:
I'd say most stuff can even be done with 3 or even 4 melee DPS without making things too complicated.
passing rot with a lot of melee isn't that difficult, though. After the initial pass rotation everyone just stacks up on the ADS and the rot and immunity will take care of the passing itself.


Unfortunately, I agree at this point and have cancelled. I will check in on updates and if an expansion comes soon, might return for it. As it is, the copious amount of repetition in this game leaves little to be desired beyond other game offerings out there at the moment for my tastes.



PLD
WAR
WHM
SCH
BLM (me)
2x BRD
DRG
I love our setup. We do slightly weird stuff to compensate for me being the only caster in T4 but we still clear T1-T4 in about 45 min. We also no longer hit enrage on T4. Currently working on T5. (up to divebombs/snakes consistently)

My group consists of PLD (me), WAR, WHM, SCH, DRG, BRD, BLM and SMN (just got MNK to 50 so will switch out on certain turns). Our group consisted of no duplicate Jobs, even before the 2.1 nerf to groups that have multiple of the same Jobs, it just worked out that way for us. We normally 1 shot T1 to 4 in about 40 min or so. We haven't done T5 much, just about 1 to 2 hour attempts every week for practice.
http://na.finalfantasyxiv.com/lodestone/character/1560295/
Tanking is a job, DPSing is a science and Healing is an art.
If the Tank dies, it's the Healer's fault. If the Healer dies, it's the Tank's fault. If the DPS dies, it's their own damn fault.

PLD, PLD, BLM, SMN, BRD, DRG, WHM, SCH T1, T3, T4, T5
T2
PLD, PLD, BLM, SMN, BRD, BRD, WHM, SCH


My static is the same set up (though 2 Whms and a war as OT) and I need to ask you, how do you handle T4's phase 4-5 transition? We always seem to have some bugs alive and was wondering if you could offer some advice maybe?Our group clears Turn 1-4 every week and is currently working on T5. We run:
2xPLD, 1 WHM, 1 SCH, 1 DRG, 1 MNK, 1 BLM and 1 BRD
Don't see why people tend to think that bringing 2 melee is necessarily harder than bringing 3 Casters/Ranged. Both setups work fine and I don't see any issue with bringing 2 melee DPS.
EDIT:
I'd say most stuff can even be done with 3 or even 4 melee DPS without making things too complicated.
We just focus kill the rooks and one bug and feed the rest to the dread. In phase 5 we all focus the dread which will die easily enough before phase 6 sets in. We obviously employ the single dread strat.

PLD, PLD, WHM, SCH, MNK, BRD, BLM and BLM/SMN

Right now our group is 1 PLD, 1 WAR, 1 DRG, 1 MNK, 1 BRD, 1 SMN, 1 WHM, 1 SCH. We do this every week and it takes us around 30 minutes to complete 1-4. You can take any combination of classes, within reasonable bounds, and be successful in coil.
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