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Thread: Bahamut's Coil - Turn 4     submit to reddit submit to twitter

  1. #21
    D. Ring
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    You simply need to add a few more tactics. We use two Paladins and 1 BLM so that's how I'll explain it.

    Tank A grabs dreadnaught (tanks both). Pop Hallowed Ground. When it wears, pop tank LB.

    Tank B grabs knight+soldier. Use Hallowed ground.

    One dps starts on the spinner. Two other dps grab the spiders and bring them to tank B who is flashing to get hate on everything (4 total targets).

    BLM zergs soldier. Dps zerg spinner, then spiders, then knight. Once those are cleared go straight to first dreadnaught.

    The Hallowed ground time gives healers the break they need to focus on dps for 10-15s and allows tanks to establish the hate needed to stabilize the fight. You absolutely cannot let the dreads touch those 2 spiders in the last wave for this to work.

  2. #22
    CoP Dynamis
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    Quote Originally Posted by Icarian View Post
    Tank problems
    It's hard to suggest ways to improve without detailing my CD management through the entire fight but basically your PLD needs to make sure that

    1. Fight or Flight, Circle of Scorn, Spirit's Within is available to use for Knight/Soldier phases. Additionally it helps to be ready on Rage of Halone (ie finish the last mob of the previous wave with Savage Blade). Tank should be positioned correctly so that he can Flash both mobs before they are able to move. This rule applies to all transitions where you need to tank 1 soldier and 1 knight at the same time.

    2. At least Spirit's Within and CoS is available for when wave #5 Dreadnought drops down. Halone if possible. When your DPS switch to this mob later in the wave this is your tanks queue to stop using Spirit's Within and CoS.

    3. When the final Dreadnought drops your tank should be standing right next to it with Spirit's and CoS ready to go. At this point they will have a lot of enmity generated on the previous Dreadnought allowing them to focus on keeping the new one stuck to them.


    Losing threat on... well anything.. shouldn't really be happening. In our runs I take care of Dreadnoughts and thus don't have experience tanking the soldiers/knights after wave #2 but I can say this... my partner PLD has little problem with those phases, and in wave #2 I have to hold threat from one of the most geared BRDs on our server beating on the Knight at the same time as a very well geared BLM is blowing up the soldier and I can do so with quite a large threat margin. My gear isn't exactly optimal either, just DL and Relic+1.

  3. #23
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    Yeah tanks knowing spawn placement/timing is really important to secure aggro as fast as possible. Assuming your PLD is competent there's not a whole lot he can do short of stacking more STR/crit for enmity. Have the PLD invincible when the last dreadnaught pops so he can buffer his hate a bit (having fight or flight ready helps too) without being cure bombed. He should also have a general idea of when it's going to pop. Having a Rage of Halone ready to instantly tag it with does wonders on top of CoS/Spirits. WAR failing at picking up adds is probably hurting a lot too (WHM having to heal too much). There's no "right" way to do it but I'll break down our strat, we have identical set up aside from a DRG rather than MNK. We have DPS (you in this case) LB the spinner rook as it pops to quickly kill it. BRD picks up 1 bug and feeds to the final dreadnaught (since its at 100% HP it won't recover any HP) whilst WAR picks up one bug and the Knight/Soldier with Flash. WAR can semi-kite these 3 back and forth to minimize damage taken whilst the DPS focus down the dreadnaught. As soon as the dreadnaught drops the WAR drags all 3 mobs over (making sure to drag around wherever people are stacked to avoid AoEing them), feeding the bug to the dreadnaught (putting it at 2 stacks, but we preferred this over wasting time on the bugs). DPS can then burn down the Knight/Soldier, as the WAR I'll slap the Dreadnaught with Storm's Eye now to buff the PLD's damage asap, then help kill Knight/Soldier. After that it's just a straight forward zerg if everything went well.

    I'm not 100% sure if it matters but as WAR I always make sure to stay off the final dreadnaughts hate list. I honestly couldn't say if this means heals on me are enmity-free but I do it regardless. Having the WAR kite the adds a bit reduces damage taken pretty significantly freeing up your SCH to help out on the PLD a bit too (so less enmity on your WHM).

  4. #24
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  5. #25
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    Try have both healers heal both tanks instead of one healer focusing a single tank, we found that this helps a lot with aggro issues since the aggro is divided between healers (for the same effective heal amount).

    WHM also needs to save shroud for post-enrage one Medica2+Medica goes off, probably need to save Benedict for the tank during this phase too since there won't be a GCD for single target heal (maybe Cure3 can reach, never tried it).

  6. #26
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    We cleared turns 1-3 yesterday but didn't try turn 4 yet, we're gonna do turn 4 all week long and try your suggestions, so far our only problem is hate management, the WAR is going to try PLD instead of PLD/WAR to see if that somehow helps.

  7. #27
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    Have never had issues with 2 PLD. Just need to ramp up a halone combo and ensure spirits and scorn are up right before waves spawn and time your fight or flight for problem waves (probably 2 and 6 if you're the OT).

  8. #28
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    Went today with 2 PLD, changed a bit our positioning and it went down pretty easily o.o

  9. #29
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    I'll most likely be going whm by turn 4, judging by what I've watched and seen in this thread.

  10. #30
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    Quote Originally Posted by Lucavi View Post
    I'll most likely be going whm by turn 4, judging by what I've watched and seen in this thread.
    I kind of like our SCH/WHM combo that we go with. Had no issues once we got our synergy down. I think we use Eos (GCD reduction one) for most of the fight until wave 6/7 and the SCH switches to the healy fairy. Things work fine from there.

  11. #31
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    That's selene for the GCD one even though so sucks ass and is useless

  12. #32
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    Quote Originally Posted by tancients View Post
    I kind of like our SCH/WHM combo that we go with. Had no issues once we got our synergy down. I think we use Eos (GCD reduction one) for most of the fight until wave 6/7 and the SCH switches to the healy fairy. Things work fine from there.
    Yep. Selene until double dread, then swift cast Eos.

  13. #33
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    Quote Originally Posted by Lucavi View Post
    I'll most likely be going whm by turn 4, judging by what I've watched and seen in this thread.
    Shit's easy as PLD+WAR bro, WAR can tank everything but the 2x dreadnaughts easy peasy. This fight literally just boils 100% down to both tanks knowing placement and timing of spawns and your DPS not being complete shit.

  14. #34
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    Quote Originally Posted by Kiarax View Post
    Shit's easy as PLD+WAR bro, WAR can tank everything but the 2x dreadnaughts easy peasy. This fight literally just boils 100% down to both tanks knowing placement and timing of spawns and your DPS not being complete shit.
    We just made it to Turn 4 tonight, so yeah, looking forward to it. I just got Alla legs but I'm trying to figure out if I should hold off for Alla feet or just get the AF2 feet...

  15. #35
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    My coil group did turn 4 this weekend and we were consistently reaching phase 6, and that's exactly where we kept wiping.
    I'm one of the PLD tanks, and was MT, but the OT did turn 4 successfully the week before and insisted on splitting the dreadnoughts between the two of us so he actually grabbed the phase 6 dread while I kept the phase 5 dread on me and pulled the knight. He grabbed everything else, and we both popped Hallowed Ground for that part right after the pull. Problem is that he also went down the second his HG was over.
    We did manage to kill everything during one of our attempts, but then we wiped to the pulses because our healers never experienced just how intensive healing has to be during that final part of the fight.

    Point being is that I recognize we shouldn't split the dreads, but what is the most efficient way of handling that transition from phase 5 to 6? Because everything else we have down perfectly and managed to get there with relative ease time and time again.

    Setup was PLD/PLD/SCH/WHM/BLM/SMN/BRD/DRG

  16. #36
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    I'm the only BLM in my group, and we're doing p. okay. We killed the Dreadnaught just fine at the very least. I'm not sure. Just have your team pummel the shit out of the knights/soldiers until they're dead? IDK. The biggest issue my group has is aggro control, and I think we've resolved them and will down Turn 4 soon.

  17. #37
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    Quote Originally Posted by Skullgirl View Post
    I'm the only BLM in my group, and we're doing p. okay. We killed the Dreadnaught just fine at the very least. I'm not sure. Just have your team pummel the shit out of the knights/soldiers until they're dead? IDK. The biggest issue my group has is aggro control, and I think we've resolved them and will down Turn 4 soon.
    I'm fairly certain we'll get it down, it's just a matter of figuring out the pull. Me and the other tank are stellar on picking up adds and keeping hate on them, that's never the issue. He literally drops because the WHM can't heal him fast enough and also heal the raid (who are dealing with the rook for some reason most of the time still at that point, even after his Hallowed Ground is gone...) The SCH is on me so I never die, but it's always the OT PLD that drops. It's why I was assuming that splitting the dreadnoughts was wrong and I should just hold both of them while he takes care of the rest... but should the phase 5 dreadnought die before the other things that pop? What's the best course of action for the smoothest run? There seems to be so many options and I'm sure people have tried all of them haha.

  18. #38
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    Quote Originally Posted by Exoduso View Post
    e literally drops because the WHM can't heal him fast enough
    That's an issue that my group is having too. During the first Dreadnaught. We usually have our SCH on the Paladin. And then it becomes an issue of the healer pulling aggro and wiping. I'm terrified of the next few phases since how rough it can be isn't really being noted. Which, I'm just going to chalk up to being sloppy due to our relative inexperience with Turn 4.

  19. #39
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    Quote Originally Posted by Exoduso View Post
    I'm fairly certain we'll get it down, it's just a matter of figuring out the pull. Me and the other tank are stellar on picking up adds and keeping hate on them, that's never the issue. He literally drops because the WHM can't heal him fast enough and also heal the raid (who are dealing with the rook for some reason most of the time still at that point, even after his Hallowed Ground is gone...) The SCH is on me so I never die, but it's always the OT PLD that drops. It's why I was assuming that splitting the dreadnoughts was wrong and I should just hold both of them while he takes care of the rest... but should the phase 5 dreadnought die before the other things that pop? What's the best course of action for the smoothest run? There seems to be so many options and I'm sure people have tried all of them haha.
    Spliting the Dreads imo give better control and in general faster, what we do is having each tank get Dread and Soldier or knight, we also have the dreads eat the bugs so each have X1 buff. on the wave before last have MT move the dread to where one of bugs pop and have him get knight while OT is on other side be ready for last wave pops to get the Dread + soldier.

    order goes Rook>Knight/soldier> MT Dread> OT dread

    sorry for my bad english, good luck

  20. #40
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    Quote Originally Posted by Skullgirl View Post
    That's an issue that my group is having too. During the first Dreadnaught. We usually have our SCH on the Paladin. And then it becomes an issue of the healer pulling aggro and wiping. I'm terrified of the next few phases since how rough it can be isn't really being noted. Which, I'm just going to chalk up to being sloppy due to our relative inexperience with Turn 4.
    I would put the whm on the tank for the first dread and just let the scholar dps. I don't think a scholar can really do it alone and 2 healers just complicates things.

    It is the hardest phase to heal and I solo heal that it, and it takes a little practice. If you don't precast, the tank gets 3 shot (he likes to attack and do rotoswipe at the same time) but if you just keep spamming or precast too soon you pull aggro because of over healing.

    You pretty much just gotta know his attack speed and precast each hit, then divine seal after the roto swipe to catch up, then keep precasting. If you time it right you won't pull hate and the tank won't die. It took me 40-50 tries just to master that part. When in doubt go ahead and pop shroud if you over heal, just know you ruined the fight cause you'll need shroud later At least you get to practice the next phases.

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