

Endgame content is largely a hopeless trainwreck because of it. I pretty much stopped trying second coil or extreme trials because of the constant cascade quitters or the eventual vote abandon.
If this is nothing new, then it should be easily done. Players must dodge and heal or whatever quickly so lining up meteors should be easy, but fails usually occur. After thinking about fight more I am convinced its just a matter of high dps to clear golems quickly, then plenty of time to run to the 6 poles, for six meteors. Any other space should be used as a backup if a player gets more than one because poles are to far apart and spaces in between are more risky. Basically just a dps check on golems, meteors should have no problem with more time.





Try putting together a PF for it. DF will inevitably have completely new people hoping for a carry.
The way my static does the six meteors is we split up into 3 groups and go to the south, northwest, and northeast towers and stand along the inner edge of the outer ring (on the edge of the pale blue circle). When targeted by a meteor, you step out into the outer ring a few feet, then move clockwise to the halfway point between the two towers (the little blue triangle on the ground is a great way to know when you are halfway). Rarely do we have someone targeted by so many meteors that they run out of space before getting to the next group, they are always far enough apart unless RNGesus really really hates someone in their face, and it's fairly easy to coordinate.It's like every fight you have to explain to the new person so much I think thats why they quit. Even with exp'd players 99% of the wipes occur here at phase 2, 6 meteors. I suggest not to use anything where one player instantly wipes whole party instantly again, more of a single player game mechanic.![]()
But seriously, party finder. Unless you get incredibly lucky and land on a 7/8 static just pugging one person (and if you're tanking this is not very likely at all), T9 is not something I would ever touch in duty finder.
Yeah how dare you actually communicate with each other! such a casual.
Before Fcob (i hear thats hard) i thought FFXIV raiding was easy sauce , so i put less effort into memorizing the exact debuff rotation because we one shot it anyway. The hardest raid content ive done in a mmo has been WoW where i feel that healer had a big skil cap.
Last edited by sharazisspecial; 01-27-2015 at 05:14 AM.



It's not difficult at all as long as the entire group is on the same page about what method they're going to use for positioning (3-3-2 method, sprint method, etc.). I've been in multiple T9 PUG groups who have handled meteors just fine.



I have no idea why pf/pugs prefer the spread out method. My static uses the sprint method and it has a much higher success rate than the spread method and our group have pretty diverse IP range (from 300 to less than 80). We don't even use the same timings. Some in our group sprints before the first meteor pops, I pop sprint when I see the first meteor icon (I have 280+ latency) so I don't think latency difference is an issue. Hell, spread out method seems to require more awareness than sprinting cause I've seen people run to an empty space when they got the meteor icon and it turns out that spot he ran to was the spot chosen for the last meteor by someone else and they die. Plus, the sprint method is more fun.
People still don't clear T5 on the DF so you can't expect them to clear T9. The meteors are getting people because it is the first thing in T9 that wipes the raid and people don't get to learn the stuff that comes afterwards. The thing that cascades the run into a mess is often lunar dynamo, when you have people running around with the white meteor stream markers and clipping each other and getting each other killed or running into the forbidden donut it leads to a sequences of events attempting to recover, often with the tank dying and then wiping.
But meteors is actually probably the easiest part of T9. The whole arena is a clock face with 12 spots clearly marked for you with every hour interval as the spot for meteor drops. There are 12 spots and 6 meteors to drop, there is no good reason why that can not be done. People need to hedge their bets at an hour marker, and when the get meteor, as soon as it is coming down i.e. the indicator disappearing, move to the next hour marker that does NOT have a meteor. It actually doesn't matter where everyone else is standing, they just have to get out of your way by going to a hour marker next to them. So spread all 8 people to 12:00, 2:00, 3:00, 4:00, 6:00, 8:00, 9:00, and 10:00 and just drop 6 meteors in any of those spots without overlap. The timing of the meteors is well known, and the position for them is well known, the rest is just people executing.
Last edited by NyarukoW; 01-28-2015 at 09:07 AM.





Right? Carrying someone through T9 means you told them to just eat the wall and watch from the sideline.
If they follow the mechanics (even if they are talked through it on VoIP), that's a legitimate clear imo.
Voice chat helps, but it can't fix human response time issues. If they don't have the practice and aren't ready to really move it for thunder it will paralyze and wipe the party most of the time. Usually by the time you call it out and by the time they move it is too late. Similarily you mark for divebombs, assuming you did this correctly, telling some to go to A, but they are so occupied by fire and thunder they can't find A fast enough and goes the wrong way that is a wipe too. People need the practice to be able to anticipate it properly.
I've been helping with T9 clear parties for the past 6 weeks now, and it seems without practice it is just not happening, and this is with people on voice chat on the PF. In all I've seen roughly 1 clear per week is what it comes down to. So for the DF if you can get to heavensfall you are doing really well.
Last edited by NyarukoW; 01-28-2015 at 09:20 AM.
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