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  1. #1
    Player
    Reinfeld's Avatar
    Join Date
    Nov 2011
    Posts
    335
    Character
    Typical Karen
    World
    Exodus
    Main Class
    Pugilist Lv 62

    How hard are turns 6-8 now?

    I never did them when they were relevant and am just wondering if I actually need to get myself prepared for them, or if it's like the original coil where a person can just go in blind and win after 1-2 (or 0) wipes. I have watched vids, but I strongly suspect that the addition of echo allows you to skip entire aspects of these fights rendering the guides obsolete. True?
    (0)

  2. #2
    Player
    Chihaya's Avatar
    Join Date
    Apr 2011
    Location
    Moving Cardboard Box
    Posts
    1,027
    Character
    Syanonn Rias
    World
    Balmung
    Main Class
    Paladin Lv 80
    They are nerfed hard and definitely doable on DF, but still not 100% wins.

    If you go in blind and not familiar with all the mechanics - you're probably still going to wipe.

    Most of the instant kill mechanics from 6 and 7 are gone but will still cause problems if you don't handle them right.
    Giving Raff/Melusine too many stacks of buff is going to overwhelm your party.
    T6 Superslug is still going to kill you if you let it happen and dont kill it.
    Getting petrified at the wrong time is going to cost your party quite a bit - ei petrified with shriek or having both healers petrified with venomous tail out.

    Turn 8 nerf is really just 1 person can handle much more tower stacks and the extra DPS from echo allow you to dps it down faster during the 3 tower phase part - you still have to do towers or it's instant wipe.
    (1)

  3. #3
    Player
    Synestr's Avatar
    Join Date
    Aug 2013
    Location
    Ul
    Posts
    853
    Character
    Synestr Ashbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 60
    Agreed, the difficulty of some of the phases has been toned down, and a lot of the one shot mechanics have been softened. Unfortunately I had lost interest in Coil after working on T6 only to have it nerfed after our group had a steady progression going on it. So I would say these turns are only as hard as the other 7 players in your group want to make it.

    GL to you!
    (0)

  4. #4
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    The difficulty feels on par with EX primals. There's absolutely margins of error now where there wasn't before, but they're by no means 'free' like some would have you believe.


    Turn 6 is extremely forgiving. There aren't actually any 1HKOs left in the fight really, aside from if the party's completely scattered during the final phase laser or something. This doesn't mean they're not dangerous though. Vines will still kill you if you try to ignore them; Devour stacks will still make things deadly again; Blighted Boquet will still explode you if you're not near full HP and you ignore it. But there's plenty room for error and recovery now.

    Turn 7 is, while more forgiving, still a fight where failure with the mechanics can start spiraling out of control. An accidental petrify can be recovered from - although it might be the one who just got Shriek, or your off-tank during adds. It still has the potential to be deadly, but it's also possible to recover from it now.

    Turn 8's change of mechanics don't make the fight less dangerous for the most part. The key changes essentially enabled the fight to be PUG'd by having it so that three people can handle towers entirely on their own, reducing the level of group coordination necessary.
    (0)
    Last edited by Garlyle; 01-29-2015 at 08:13 PM.