Results -9 to 0 of 456

Threaded View

  1. #11
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Silverquick View Post
    No actually it quite literally broke.... it at level 60 unsynced...

    Obviously since you didn't read the beginning of the thread... I waited in queue for hours to do it at level 50, no one did, so I grabbed some FC members and attempted it unsynced for story purposes... and boom... it broke because the artificial insta-kill mechanics can't kill you at that level so it locks up the entire instance.

    So the entire premise of this thread is to update it to current levels/gear... aka modern day FFXIV... or just get rid of the insta death mechanics and make it normal level 50 content so it doesn't do that anymore

    Its just an empty dungeon with empty queues, and holds no relevence anymore at this stage of the game.
    And you haven't read anything we've explained here, instead spouting tripe about "being out of touch" and "uber" this, "L33T" that.

    So listen for a change:

    The Cube, Sphere, and Egg need to be kept separate. Tanks will tank the Cube and Sphere, the Egg freely moves around the room counterclockwise, forcing tanks to move around the room and keep a distance from it. Cube's weaker to magic, Sphere to physical, and the Cube has less HP. Both need to die at roughly the same time, or the remaining one will quickly move to merge with the egg, regaining HP and taking on the Egg's properties, and gaining a massive defense buff besides. The Egg can only be damaged in melee range, regardless if you're ranged or not.

    So how do you handle this at 60? The same way you did at 50, but being more careful about damage: Weaken both, but focus on downing the Sphere first, then the Cube before it can reach the Egg. Once they're down, EVERYONE gets in melee range to attack the Egg. Whoever gets the Thunder debuff steps away from the party for a moment so as not to paralyze anyone with the aoe.

    Updating it to "modern day FFXIV" only means that the entire add phase is once again a DPS race that you can't overgear/overpower, and doesn't solve the problem of needing to know how to properly execute the mechanics. It actually would reinforce that. Getting rid of the instant kill would actually break the instance far worse, as you'd simply be stuck with an overbuffed add (that CAN still be killed unsynced, just with more effort), and it goes away when the boss phase transitions anyways. Nothing was bugged, nothing would've been locked up, and at the worst, you were free to leave the instance and reenter besides. Or simply step into the field around the boss during that phase which will kill you no matter how much HP you have.

    It's been said that unsycing something doesn't excuse you from performing mechanics. You can skip them due to high damage, but where things were designed to punish failing them, in a RAID, they still do. A large reason people don't run this is either they don't need to, don't want to, or BECAUSE they can't just plow through it, they refuse to. This is the second time I've explained this, and it will be the last. If you feel I'm "out of touch" after this much of an explanation, feel free to look up a video. They'll say the same thing.
    (5)
    Last edited by ThirdChild_ZKI; 04-29-2017 at 05:55 AM.