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Thread: fcob nerfs?

  1. #11
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Durthane View Post
    To be honest, they need to add a nerfed version of these events at release. Have em drop equivalent to soldiery gear or whatever the lesser tome is at the time and let folks learn mechanics that way.
    Alexander is getting a story mode and a hard mode, so... wish granted.
    (1)

  2. #12
    Player Zaft's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    703
    Character
    Leo Strut
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Lambadelta View Post
    does it need to be nerfed?
    No, but you can be sure they'll drive T10, 11 and 12 into the ground soon enough for reasons unknown.
    (3)

  3. #13
    Player
    AdamFyi's Avatar
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    Feb 2014
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    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Zaft View Post
    No, but you can be sure they'll drive T10, 11 and 12 into the ground soon enough for reasons unknown.
    Probably not T12 for the significance of the battle and the plot. It's kind of different when compared to the older coils when you think about it.
    (0)

  4. #14
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Looking at the Unavailable times for Eternal Bonding thing, I suspect our first round of echo and nerfs will arrive next week.
    (0)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  5. #15
    Player
    Myrhn's Avatar
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    Mar 2011
    Location
    Ul'dah
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    1,010
    Character
    Myrhn Shirayuki
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Please SE nerf those already just take out the trash mobs on T10 and T11
    (0)
    I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.


  6. #16
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by AdamFyi View Post
    Probably not T12 for the significance of the battle and the plot. It's kind of different when compared to the older coils when you think about it.
    Adding echo will make turn 13 a lot easier as the biggest thing of it is handling burst damage on the tanks plus the DPS requirements to beat the enrage. Albeit, phase 2 will be icky as we already have to slow DPS to get the 3rd add before the phase change. With 130 gear surviving an exploding tower from mega flare is doable, we done that already XD.
    (0)

  7. #17
    Player
    HexWeaver's Avatar
    Join Date
    Mar 2015
    Posts
    130
    Character
    Luc Badru
    World
    Malboro
    Main Class
    Arcanist Lv 60
    Nerf Nerf! NERF!!!
    (0)

  8. #18
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Confirmed NERFS: no vulnerability debuffs in t10.
    T11: only one pair of tethers, not two. Forked lightning no longer paralyzed. Nerve Gas/Nerve Cloud damage reduced..
    T12: black fire only damages one player now, no more pulses. Brand damage reduced. Fountain mechanic now optional since it doesn't do much to phoenix. Bennu HP/damage reduced.
    T13: mega flare outgoing damage reduced. Not stacking for rings or stacking without a ring leaves character with one HP instead of dead. Flatten damage reduced. Rage of Bahamut now allows for 3 orbs. All adds hit for less, Pain and Storm HP reduced. Evil Eye cast time doubled. Tempest Wing damage reduced. Ahk Morn is only one hit, then two, then three, instead of starting at 2. Initial hit damage reduced.
    All turns get 10% echo.
    (0)

  9. #19
    Player Skeith-Adeline's Avatar
    Join Date
    Jul 2014
    Posts
    1,051
    Character
    Sariena Adeline
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Altijacek View Post
    Confirmed NERFS: no vulnerability debuffs in t10.
    T11: only one pair of tethers, not two. Forked lightning no longer paralyzed. Nerve Gas/Nerve Cloud damage reduced..
    T12: black fire only damages one player now, no more pulses. Brand damage reduced. Fountain mechanic now optional since it doesn't do much to phoenix. Bennu HP/damage reduced.
    T13: mega flare outgoing damage reduced. Not stacking for rings or stacking without a ring leaves character with one HP instead of dead. Flatten damage reduced. Rage of Bahamut now allows for 3 orbs. All adds hit for less, Pain and Storm HP reduced. Evil Eye cast time doubled. Tempest Wing damage reduced. Ahk Morn is only one hit, then two, then three, instead of starting at 2. Initial hit damage reduced.
    All turns get 10% echo.
    >.>
    Proof?
    (0)

  10. #20
    Player
    wicked-one's Avatar
    Join Date
    Aug 2013
    Posts
    1,056
    Character
    Azul Earendil
    World
    Shiva
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Canadane View Post
    t10 already received a nerf.
    Speeding up the run by weakening the Trash which is totally avoidable in the first place ... not quite the "nerf" which weights anything...
    (0)
    Never a mind was changed on an internet board, no matter how good your arguments are...

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