Means more sales for this guy!
Means more sales for this guy!
It allowed you to ignore 99% of the challenge of a new fight. Of course it got nerfed. Ramuh was even worse because it allowed you to win the fight incredibly quickly. lol @ 6-7 DPS.
T2 enrage did similar things, but wasn't discovered until T2 was on farm by anyone even mediocre at the game, so SE decided to let it go. It also made the kills take insanely long.
If they didn't allow T2 enrage, they would have had to completely rework the encounter at echo stage anyway.
T1 with echo is brain-dead easy for even the simplest pickup group.
Same with T4.
T2 rot passing (which would be totally unaffected by echo) would practically make echoed T2 harder than echoed T5.
T2 echo you can auto-pass rot by just stacking on eachother and healing through damage.
Not comparable to T5.
The stack-and-auto-pass only works after the first successful (timed) rotation through everyone in the party. Otherwise, the rot will be passed around to everyone in a few seconds and you'll wind up with a full party of 40+sec immunity when the last person gets the rot. (And none of this is affected by echo.)
Without question, echo T2 without enrage would be much more difficult for PUG/DF than echo T4, and it would arguably be more difficult than echo T5 (depending on gear). The communication/coordination requirement is much higher than T1/T4 and out-of-whack for its position.
I have to wonder if they legit fixed it for balance reasons or because tanks were salty they couldn't come to the fight.
Considering how fast they fixed it, it was balance. Farmed the shit out of it this way on WAR DPS last night, it made the fight a 100% joke to the point where people would be clearing it easily in shitty pugs within the week. They nipped it in the bud quickly before Ramuh items became something everyone got for free.
If it was a response to tank salt, it would have taken a week for them to gather feedback like with the hunt fix.
The fix was for the 1% of pug tanks who will most likely never tank a clear -and- only have tank jobs; they would whine about never being wanted, despite being too shitty to clear it regardless. Also, Titan is Earth and Ramuh is Lightning; it kinda even made sense that Titan would take reduced damage.
this titan vs ramuh thingy is so embarrasing on SE end they have to fix it immediately
it wasnt an exploit, but no one should have expected this to last
And back onto subject since easy-mode got nerfed, Chaotic Strike will pick one random player, and whoever is farthest away from Ramuh.
If there's a way to do something similar for the last phase tether that'd be pretty great in avoiding the shitty situation where both healers get picked, but haven't seen it yet.
From what I've seen Surge Protection/Superconductor make you unable to be picked for tether, since the tether would immediately break rendering it pointless. Keeping a healer in this status isn't too hard, just make sure to let it drop after 2 stacks so you don't end up unhealable.
i did this on PF group w/o any experience
went clear in 4 attempts under 30 mins.............. it wasnt brain dead but definately nowhere near titan extreme when it first release. Whoever say it takes a while for PF to master this has to re-think >.>
after judgement bolt, it will always be 4 orb + tetter > 4 orb + no tetter loop etc etc
basically just extend protection on tank during tetter (3 orb for tetter 1 for protection extend) and then tank swap during 4 orb w/o tetter
other than that idk wat else to suggest cos thats about all for this fight -_-
also mark people 1 to 5 and brd being mark-less since brd always should do chaos strike luring (stay furtherest range from ramuh)
1-5 also being order for breaking charm, and also picking up orbs for tetter, and meantime brd still in max range so he dont have to pick orbs even if hes tettered and still able to lure chaos strike
dont over confuse the fight and its pretty straightforward
I'm not sure if anyone has said this but you can force Chaotic Strike onto one player by making sure they are the furthest away from Ramuh before he casts.
This can really help with releasing players if you know one person is always guaranteed to be effected.
JP pugs has always been better then NA pugs since XIV 1.0
I did it 20 attempts yesterday with Pugs and we only passed 2h once Either 1 tank didn't take balls in time and let the other tank die (then ramuh turned and kill us)
Or the DPS never took the extra balls and we were taking almost 5k Thunder
The mechanics are quite simple actually but you're more likely to win the lotto than find a PF group on a NA server that can win this in short order. There really isn't anything too crazy in this battle overall and given a few hours a coordinated and familiar group with voice chat can take it out. I did half-FC and a mix of pugs/friends and we practiced for about 3h one night and took it down in about 2h after that on the follow night and were able to clear it in 3/4 attempts. Thing is certain members in the party had been at this for a week already. Me and a friend were 100% fresh on it however. We are not super-hardcore players but we learn fast and adapt well. PF group is a pipe dream still. People on Hyperion still buy, yes BUY, titan extreme clears.
The fight itself is more misplaced as moogle at this of the game, gear-wise. Having a crit option isn't terrible but if you already have your soldiery ring unweathered and coil was nice to you, you're basically running this for a clear. Unless maybe you're a healer and want that sweet ring to double for both jobs. I don't see anyone interested in farming this like ever. In fact I've yet to see a PF for ramuh ex durijg the week. Weekends here and there though.
We just make a macro if tank needs to pick up balls, If tank need balls > DPS no pick balls, fights as simple as that. Obviously it also helps to have everyone self aware, such as current tank just overcharge by 1 if both healers get tethered to clear that up fast. People are too afraid to go overcharge sometimes.