How does lockout work on Final Coil? Same as previous coil turns (when current)?
We run one BLM. He said the fight was easy using stutter step casting. Since we had two BRDs, we could split up the songs to satisfy both.
t12 downed by collision
http://guildwork.com/broadcasts/5451...2aa87392bbca7e
holy shit lol!
T13 boss:
DON'T FUCKING CLICK IT IF YOU DON'T WANT SPOILERS HOLY SHIT
Spoiler: show
Spoiler: show
im fucking excited for the team that is going to attempt and try <insert t13 boss name here>:D nice work ya'll
but extremely disappointed in SE's endgame design....... im not saying its easy but shit went from 3 months to clr, to 3 weeks, to possibly 1 week now........ that team is prolly still IL110 when they clear that +_+
SE either underestimated the playerbase or IL adjustments got out of hand for them XD
Looks nicer than XI's image. At least he has a fucking head and isn't sunk into his torso.
I don't think it's fair to make this judgement yet. We now have groups that are so experienced due to constant running of difficult content (Savage, primarily), that someone is bound to make it through content quickly. If they designed content that would prevent these players from clearing it reasonably quickly, nobody else would be clearing it at all. If they gated it behind an absurd item level grind, people would just complain. It's likely fine as it is. People claimed T6-9 were too easy when BG crushed through it quickly, but it still took the playerbase months upon months to get through it. I'm sure there will be a new Savage by 2.5 to sate those who really want more insanely difficult content anyways.
Really, if anything, we just need a few more raids. It sounded like the expansion is gearing up to work this way, so I'm pretty optimistic.
People have complained content is cleared too quickly every patch. No amount of reasoning will work, they will still complain. The idea that each turn doesn't take a week+ minimum upsets a lot of people, it seems. Both 2.2 and 2.4 have followed a similar pattern (and I assume 2.4 will follow the final product of 2.2):
The first 2 turns are downed relatively quickly with multiple groups all clearing close to each other, then progress slows when people get to the first real "gear wall" and one insane group downs it and impresses everyone. A few days later people realize it's possible and are invigorated to keep going and more will clear. Then we hit a true gear wall and need to wait 3~ weeks for that insane group to hit the final before others also realize it's possible and clears start to come.
dont get me wrong! i mean those peeps earned it no doubt
im not complaining either ^^ just saying we getting clears faster than prev patches, and this patch got a new job to lvl too
also competition helps in faster clear i suppose +_+
now the real competiton for the final lap begins!!! gogo!!!
old news but our T10 win tonight
Spoiler: show
I would agree. I can't see them meeting the FINAL TURN dps checks. BG did Turn 8 by changing party comp and melding crafted gear. But they still didn't kill Turn 9 until they had 4 i110 weapons. I feel t13 will be similar if it's anything like the scaling t5 and t9 had from the previous turn.
melded gears always been solid everytime new coil is released
needed for the extra push for hardcores
crafters cant complain!