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

  1. #41
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    Quote Originally Posted by Exoduso View Post
    and we both popped Hallowed Ground for that part right after the pull.
    You should never Hallowed at the same time. One of you should Hallowed, allowing both healers to focus one tank, and when it wears off the other tank can Hallowed. This gives you a 20 second window of easy-mode rather than a 10 second window of healers doing nothing.

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    Quote Originally Posted by Jahaudant View Post
    You should never Hallowed at the same time. One of you should Hallowed, allowing both healers to focus one tank, and when it wears off the other tank can Hallowed. This gives you a 20 second window of easy-mode rather than a 10 second window of healers doing nothing.
    Exactly this ^.

    We have our MT grab both dreads > HG > we ss/adloq him and focus on OT > MT calls when he has 2 seconds on HG > OT uses HG

    By the time OT's HG wears we don't really need to heal him anyway.

  3. #43
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    Quote Originally Posted by Uryuu View Post
    Exactly this ^.

    We have our MT grab both dreads > HG > we ss/adloq him and focus on OT > MT calls when he has 2 seconds on HG > OT uses HG

    By the time OT's HG wears we don't really need to heal him anyway.
    That sounds like a solid plan, but I keep getting conflicting points in regards to the dreadnoughts... some are saying that MT should hold both dreads while others are saying to split them up and have MT move to where one of the spiders pops...

    From a healer's perspective, which is easier? Because they seem to be the only ones struggling in this part, dealing with the phase 5 > phase 6 shift. Other than that we have the fight locked down, and our dps is more than adequate.

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    MT holds both of the Dreadnoughts. Its how we do it anyway.

  5. #45
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    Quote Originally Posted by Kelenae View Post
    MT holds both of the Dreadnoughts. Its how we do it anyway.
    I assume in that scenario then you do rook > phase 5 dread > soldier/knight > phase 6 dread right? What about the spiders?

  6. #46
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    Quote Originally Posted by Exoduso View Post
    I assume in that scenario then you do rook > phase 5 dread > soldier/knight > phase 6 dread right? What about the spiders?
    There's a few ways to skin this cat. MT holds both dreadnaughts, OT grabs spider/knight/soldier, DPS zerg rook.

    My group does rook > knight > soldier > spider [we let the phase 6 dread eat 1 spider] > phase 5 dread [already down to ~65%] > phase 6 dread.

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    Quote Originally Posted by Exoduso View Post
    I assume in that scenario then you do rook > phase 5 dread > soldier/knight > phase 6 dread right? What about the spiders?
    Spiders can die after knight, they're quick.

    As others have said don't hallowed at same time, and just be sure to save CD's for this phase. Only use what you absolutely need to in earlier phases.

    You're at the part every group gets stuck on, you'll get it soon I'm sure.

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    We have PLD MT grab both dreads, BRD feeds 1 bug to 100% HP dread, WAR OT grabs bug+knight/soldier, DRG LBs rook and DPS all burn down. OT can kite the bug and knight/soldier to minimize damage taken, WHM pretends OT doesn't exist and SCH heals OT and tosses Adlo or Lustrate at MT if he gets any time to. Once one dread is down we feed second bug to the dread and burn down the knight/soldier.

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    Quote Originally Posted by Exoduso View Post
    That sounds like a solid plan, but I keep getting conflicting points in regards to the dreadnoughts... some are saying that MT should hold both dreads while others are saying to split them up and have MT move to where one of the spiders pops...

    From a healer's perspective, which is easier? Because they seem to be the only ones struggling in this part, dealing with the phase 5 > phase 6 shift. Other than that we have the fight locked down, and our dps is more than adequate.
    A little struggle is natural I would say. Once we switched to staggering HG it made most of the panic go away. This is how my group (PLD/PLD/MNK/BRD/BLM/SMN/WHM/SCH) does kill order (since I already explained HG staggering for my group anyway):

    Melee LB Rook > BLM grabs bug(s) and drags them over > Kill knight/soldier > OT takes the newest (least damaged) dread off MT and I(sch) switch to him only while WHM continues to cover MT > feed bugs to MT's dread > kill dread 1 > gather on 2's butt in case of enrage.

  10. #50
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    So we're having some continued issues with turn 4 that aren't making a lot of sense to me.

    Our issue is 100% kill speed. We're having a lot of trouble clearing wave 3 before wave 4 bugs drop and fill the first dread back up to full HP.

    Survivability and healing hasn't been too much of an issue, nor has hate management, but consistently we are only getting the first dread to about 10-30% before bugs drop and fill him up.

    Our group is typically PLD/PLD/WHM/SCH/BRD/BRD/BLM/DRG. Blm and drg both have +1 and pretty decent gear, both brds are geared intelligently with AF2 / hq gryphonskin (one brd doesn't have Bfb though which I discovered tonight). And since we started hitting this wall I've been trying to keep the dps supplied with hq deviled eggs / buttons in a blanket for our turn 4 runs.

    I'm looking for some info from a DD perspective that maybe I can bring to them. As far as I'm concerned the gear is there, and the concept of "do as much damage as you can at the right time" isn't too hard, so it's becoming pretty frustrating. Currently on wave 2 I (MT) go west and pick up knight + soldier. DPS burn my knight while BLM starts nuking down OT soldier. Kill my knight then me and DRG pound my soldier while both BRDs switch to OT knight. Me + DRG always have our 2 cleared but dread usually drops with 1 of the OT mobs still at 20-50% health. Next problem is when I pick up the dread, bugs make bee-line for healers / blm and they panic or die, so I started picking up dread + all the bugs while dps finish off OT mob. Then more often than not we just fail to DPS down the dread before bugs + rooks drop.

    It's really frustrating and I've watched plenty of videos. Seems like DPS that are less geared than ours have no problem, so maybe it's a playstyle / understanding of the fight issue?

    Thanks!

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    Are you letting your scholar DD during phase 3?

    We beat it with 2 brd 2 blm, 2 dps drops(blm feet), 0 tank drops, and 0 healer drops.

  12. #52
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    We had a new SCH tonight who still needs a fair amount of upgrading. Don't believe she was getting her dots up or anything.

    Generally in the past we have had the SCH get dots up at the start.

  13. #53
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    Quote Originally Posted by SathFenrir View Post
    So we're having some continued issues with turn 4 that aren't making a lot of sense to me.

    Our issue is 100% kill speed. We're having a lot of trouble clearing wave 3 before wave 4 bugs drop and fill the first dread back up to full HP.

    Survivability and healing hasn't been too much of an issue, nor has hate management, but consistently we are only getting the first dread to about 10-30% before bugs drop and fill him up.

    Our group is typically PLD/PLD/WHM/SCH/BRD/BRD/BLM/DRG. Blm and drg both have +1 and pretty decent gear, both brds are geared intelligently with AF2 / hq gryphonskin (one brd doesn't have Bfb though which I discovered tonight). And since we started hitting this wall I've been trying to keep the dps supplied with hq deviled eggs / buttons in a blanket for our turn 4 runs.

    I'm looking for some info from a DD perspective that maybe I can bring to them. As far as I'm concerned the gear is there, and the concept of "do as much damage as you can at the right time" isn't too hard, so it's becoming pretty frustrating. Currently on wave 2 I (MT) go west and pick up knight + soldier. DPS burn my knight while BLM starts nuking down OT soldier. Kill my knight then me and DRG pound my soldier while both BRDs switch to OT knight. Me + DRG always have our 2 cleared but dread usually drops with 1 of the OT mobs still at 20-50% health. Next problem is when I pick up the dread, bugs make bee-line for healers / blm and they panic or die, so I started picking up dread + all the bugs while dps finish off OT mob. Then more often than not we just fail to DPS down the dread before bugs + rooks drop.

    It's really frustrating and I've watched plenty of videos. Seems like DPS that are less geared than ours have no problem, so maybe it's a playstyle / understanding of the fight issue?

    Thanks!
    On phase 2 we have everyone focus the MT soldier (death 20 seconds in), then me (MNK) and the BRD focus the MT knight while the BLM and SMN focus the OT soldier, 40 to 45 seconds in the first knight is dead and the core is popped on the second soldier at which point I start working the OT Knight, it doesn't die until 10 to 20 seconds in the Dreadnaught phase, but we've found me spending those extra seconds taking it down to have the PLD help us on naught made the difference, not to mention you cannot damage the Dreadnaught until it has eaten spiders which is a good 10 seconds of wasted DPS otherwise.

    We kill the dreadnaught right on the 0 seconds mark or sometimes 2-3 seconds in the next phase. If you have the dreadnaught right in the center you have a good 5 seconds buffer in the next wave to kill it before spider heals it.

  14. #54
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    Also positioning is 95% of the fight.

    http://imgur.com/BoR0SwG

    If you see there, all he bugs are going straight for me and the other healer is already in cleric stance. I have stoneskin up so they won't kill me, the tank has time to get initial aggro, once he has aggro and the bugs are eaten he backs it into the center to buy more time.

    The next phase is a time to catch up, holy spam :3

  15. #55
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    Quote Originally Posted by Uryuu View Post
    A little struggle is natural I would say. Once we switched to staggering HG it made most of the panic go away. This is how my group (PLD/PLD/MNK/BRD/BLM/SMN/WHM/SCH) does kill order (since I already explained HG staggering for my group anyway):

    Melee LB Rook > BLM grabs bug(s) and drags them over > Kill knight/soldier > OT takes the newest (least damaged) dread off MT and I(sch) switch to him only while WHM continues to cover MT > feed bugs to MT's dread > kill dread 1 > gather on 2's butt in case of enrage.
    you feed both spiders to the newest dread???

    also, what do you gain by gathering on 2's butt (rather than just gathering): you only mean so that the Tank(s) get AOE healing too?

  16. #56
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    If your group can kill the very first dreadnought before the spiders and spinner drops, it means your group has reached the minimum DPS check required for turn 4 and the rest is up to killing order, tanks utilising their CDs and also mages curing their shits.

    Our killing order is:
    1. first wave of spiders kill (anyone can do this)
    2. Kill the 4 knight/soldiers (anyone can do this)
    3. FEED THE 4 SPIDER IMMEDIATELY and Kill the dreadnought(A) (everyone MUST be able to do this if you wanna win turn 4. this is DPS check for the rest of fight. If you cant get this, dont bother reading further)
    4. Kill the spiders n spinner (anyone should be able to do this if you can down the dreadnought cos ur DPS is enough, if not, then you need your tanks or everyone to gather them faster)
    5. Kill the Soldier + Knight and work on dreadnought(B). Dreadnought(B) should be 60-70ish % before next wave drops.
    6. 2 Bug, 1 soldier, 1 knight, Dreadnought(C) and 1 spinner should drop. This is the "Make or break" phase everyone prolly is stuck at. Basically what we did, is to kill the spinner and AT THE SAME TIME, 2 people(anyone) should bring the 2 bugs and feed Dreadnought(C) while nuking/dpsing the spinner. Usually we get the brd and 1 fast BLM(scathe) to do this. DO NOT FEED IT TO DREADNOUGHT(B). So this way, you get the MT holding a 60ish % Dreadnought(B) and a lvl 2 Dreadnought(C), while the sub tank holds 1 soldier and 1 knight. Use ur CD well here, and get MT to LB if he needs too since, like i said, your DPS is enough to down turn 4 if you can down dreadnought(A) and reached this far. Defensive LB much better right here.
    7. After spinner is down, full attack Dreadnought(B) and if you can do it, you will win. Kill soldier and knight after Dreadnought(B) and then proceed to (C)
    8. ???
    9. Profit

    Turn 4 is easier than turn 2 ADS if you ask me... its actually much more relax and straight forward compared to effort/concentration needed for turn 2.

  17. #57
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    Quote Originally Posted by Kalendor View Post
    you feed both spiders to the newest dread???

    also, what do you gain by gathering on 2's butt (rather than just gathering): you only mean so that the Tank(s) get AOE healing too?
    He said in case of enrage, so sacred soil and AoE cures. They should be able to kill before enrage but shit happens sometimes.

  18. #58
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    Quote Originally Posted by Kalendor View Post
    you feed both spiders to the newest dread???

    also, what do you gain by gathering on 2's butt (rather than just gathering): you only mean so that the Tank(s) get AOE healing too?
    We gain the ability to stack sacred soil on every single member as well as hit them more easily with AoE heals. Seems like a waste not to do so.

    Also, in regard to the earlier posts asking about SCH DPSing - I do that for certain phases, though I still fumble with my keys sometimes lol cause I have them in weird places.

    Here's a video of one of our recent clears and you can see where I dps/why we stack (I was streaming so the gif is to block my chatlog):

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    Lets everyone auto attack too, SMN/BLM included. Which they should be doing.

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    down this tonight, pretty much did the same thing arthars posted except we used monk LB1 on the last spinner rook instead, took like 1/2 its HP.
    PLD WAR SCH WHM BRD BRD MNK BLM comp

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