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  1. #11
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by Jasiwel View Post
    So my fellow Dragoons, I have a bit of a concern now that I've begun digging into the Turning Coils of Bahamut. While I've known for a while how many people would rather see BRDs on their team than DRGs, it irks me more so now that I've experienced it firsthand. I just had my first playthrough of Turn 2 and it was me, two Pallies, two healers and 3 BLMs. Some of you might already guess my concern. The BLMs were already pessimistic from the beginning, though the healers were fine. When we reached the last boss, we weren't able to kill it off (even though I used LB3 w/Blood4Blood and debuffs) and it was due to the BLMs running out of mana. I'm a DRG, not a BLM, so I wasn't able to restore their mana. You can figure out the rest. How do you guys go through Coil? Do you just truck on through?
    If you're talking about turn 2 enrage where they choose to go down the left path without checking party composition, iirc blms has less 'worth' than a drg there. That path would boost the main boss's magic resistance by a good deal and decrease the 3 blm's damage output by a lot. The right path would increase the boss blunt and piercing resistance (if I'm not mixing it up) and lower your damage output by alot. It's 3 vs 1 on who gets to do less damage so going to the right is probably more favorable (the mini balls are weak enough to be brute forced without any silence by now). If the tanks pulled it at the right timing, the main boss will go into enrage before he does a high voltage or any other move depending on the path (about 40-45 seconds after 1 click announcement). Sure, the bard would guarantee the healers being able to outlast the fight with their mp but pushing your dps before the whms run out of mana is another way of looking at it.
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    Last edited by Gardes; 07-02-2014 at 02:21 PM.

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