It is definitely a strategy that does not count as an exploit, but I believe it was never intended to be that easy. I give the stamp of shame to whoever resorts to this method without beating it the normal way first.
It is definitely a strategy that does not count as an exploit, but I believe it was never intended to be that easy. I give the stamp of shame to whoever resorts to this method without beating it the normal way first.
Enrage substitutes a flatter learning curve for a somewhat harder one in the long run. Once you learn to manage multiple things at once, you will clear Turn Two the old way every time. Enrage will always require you to adhere to a more gear dependent and time consuming strategy. Someone above asked how many people who clear Turn Two with enrage strat would be able to clear Turn Two with the old fashioned strategy. I think a better question would be how many people manage to clear Turn Five after doing only enrage strat on Turn Two. If you look at Turns One and Two, they seem more like basic training for Turn Five than anything else. The need to manage multiple things at once is, if anything, even more intense on Twintania than it is on ADS. If your only goal is to clear through Turn Four and get some loot, then enrage away. If your normal intent is to progress through Turn Five clears, then you are trading that flattened learning curve in Turn Two for an enhanced one in Turn Five.
Nothing wrong with it.
A static/decent group will clear T2 regardless of strategy used.
Move on.
omg would you people just stop with this already its not gonna change get over it.

Nothing wrong with the strategy, it's just an alternative. No need to patch.

Thats the funniest thing about this. This content is not even hard..... The hard part is just finding people who put as much effort as you into learning the fight. It's hard in this game because for most this is their first MMO.
Go try being a top 100 guild for heroic raids in WoW. That is some serious competition. Entire websites dedicated to rankings. They were designing encounters like this years ago.....



Why not put ilvl caps on Content and level sync players gear? Seems fair.
My static group can clear turn 4 in one go, but we can still fail multiple times at turn 2. Because we only have a bard, and the tank silent is not always reliable due to animation/lag/dodging AOE. It doesn't make sense that turn 2 is harder than turn 4, which I think is why the dev decide to leave it for now.
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