We really need that new thread.

We really need that new thread.



We've found the war version of Yan folksSo.. my main class Warrior had no love this final coil patch (fk RNG in this game seriously..) but my alt class is running around with alot of dreadwyrm gear.
I'm not a very good dps player because i derp alot but I've been parsed around 580ish on i think a 4 minute fight with i126 and a 130 weapon (no party or food buff).
I this decent or should i be pulling more?
I'm tempted to run DRG in final coil just for the funz, any tips on the turns as well?



I don't play DRG in coil as much as I'd like but here's what I got, more advice from better DRGs is welcome:So.. my main class Warrior had no love this final coil patch (fk RNG in this game seriously..) but my alt class is running around with alot of dreadwyrm gear.
I'm not a very good dps player because i derp alot but I've been parsed around 580ish on i think a 4 minute fight with i126 and a 130 weapon (no party or food buff).
I this decent or should i be pulling more?
I'm tempted to run DRG in final coil just for the funz, any tips on the turns as well?
T10 - depends on your group strat and DPS levels but ideally you're gonna wanna save DFD for the first add phase, and just CT > Phleb basically everything. I do CT > Phleb on both of the adds that get burned first, then immediately DFD over to the next set and repeat, then do 123s as needed. Second set of adds REALLY depends on your group's DPS, if you can afford it do the same thing, otherwise just multi-CT both initial adds and start 123s to burn them instead of switching. Rest of the fight is mainly training dummy, make sure your strats let you have max uptime on the boss including during Heat Lightnings and Wild Charges.
T11 - first phase is dummy legit. Add phase, also mainly dummy, can save a Spineshatter for if you get the lightning but ideally you'll keep a side of the add for lightnings for max melee uptime (IE near the wall by the add is only for the thunderstruck people). Final phase, for those tethers, you can hit basically all your positionals except when dodging, just stick really close to the flank/rear divider.
T12 - Make sure you hit the first Bennu with fully buffed DFD, same with 3rd Bennu. I wouldn't multi-DoT or anything when they spawn, just stay on Phoenix, if the group makes you use GCDs on the Bennus you guys are probably doing it wrong. Use Elusive for dropping Bluefires, otherwise training dummy legit. For Bennu phase, depends on your group's strat and DPS levels and how many Bennu you get, but for my 3 Bennu, no LB group, it's just CT combo > 123s to burn down what needs to get burnt down, getting fancy with multi-DoTs or AoEs here can be dangerous TBH. Final phase, hopefully they don't make you do any fountains, really should just be all ranged or at worst OT + all ranged. If you're ever in danger of getting killed by the phoenix charges, you can Keen Flurry them very effectively. During dodge phase, Keen Flurry if you didn't use it earlier, DRG could probably survive 3 charges in a row if they're all parried.
T13 - Highly highly dependent on group strat and positioning and DPS. Dummy DPS at start. Depending on iLVL you can have B4B up for pretty much every mechanic unlike other classes. IMO DRG is low priority for Cover but that's debatable, but definitely take it over a WAR and BLM unless you're getting fancy with the puddle placement. Ideally you won't have to switch off to attack the wyvern, that can be SCH + BLM + BRD + WAR only, but if you do, Elusive + Spineshatter can make both travel times painless.
Add phase, again, strat dependent. Typically you just restart rotations on whatever you need to, or if you wanna steal BLM DPS, get your Doom Spike on, doesn't really matter in current gear.
Final phase, ideally you'd wanna stay on the boss as much as possible, and your tank would be Covering melee and NOT the OT during the Holmgang, but that's group dependent. You'll probably be the one LBing, basically after any mechanic is free to LB3, there's more than enough time, just don't do it like 5s before Megaflare or Earthshakers ...
Last edited by Sleigh; 03-14-2015 at 05:04 AM.


Zankes & Rysstyl
I was a fan of standard over legacy until I started using lock-on more intentionally. Was doing t8 a lot at the time and noticed (as well as seeing others on here mention) whenever I'd look around at the towers my character would turn away from the boss thus cancelling auto-attacks. This is because your character faces the direction your camera is facing. Lock-on can be finicky too, particularly if you're a lala and/or the boss has a huge hitbox (why I didn't like using it in t8), but it's really superior once you get used to it. I play on ps4 too and just use the R3 click button to pop in and out of target lock as needed. It definitely helps DPS and is more consistent than standard mode IMO, especially if you have to look around to pay attention to any mechanics. Note that while backing up with target-lock is very slow, if you run backwards but at an angle it will be normal speed.
if you look around with left click, your character does not turn.

I actually rather like using lock on with legacy controls after practicing a bit today. When I run backwards to dodge, I accidentally click L3 half the time anyway, so it isn't that tough of a transition to learn to dodge while dealing with auto lock. Thanks for the advice.



So FInal Coil will be unlocked in two weeks. Cant wait for that gear!
My second kill and spear dropped. I passed beacuse is ugly for me .-.
Maybe the spear can fly and go to the chest of Ricky.
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