Big boy is when you go straight from a t5 kill to wiping in CT, with the same group. Atmos is harder than Twin.
Big boy is when you go straight from a t5 kill to wiping in CT, with the same group. Atmos is harder than Twin.
cool kids have the 10 kill achievement.
it doesn't qualify me yet, which is pretty par for the course regarding progression
So wonder how Se thinks, now that easily more then 100 people beat twin
obligatory
"it was 100 groups to beat it before 2.1 and it's now a month passed"
and
"only one group beat twintania before the nerf"
should we change it to 12-13 wins then
does storms path lower fireball damage?
It seems that any direct damage stuff is affected by Storm's Path, but any persisting AoE patches are not (although if the TP move or spell that causes it does deal initial direct damage, it should be reduced too).
Supposedly the AoE damage from Odin's Gungnirs can be reduced too, but that's probably unique to AoE patches that happen to be targetable as monsters.
So we're finally making it past Asclepius consistently. How do you usually deal with MTing Twintania in twisters phase if you have a PLD and WAR? Do you continue the tank swapping, or do you concentrate all the heals on one and let the other stun the dreads and dps them?
Also, we have 1 melee DPS, a DRG... how can they ensure they're far enough away if the dreads pick on them? If we tank Twintania anywhere near the dreadknight spawn point, it seems like our DRG doesn't have enough time to get away before getting locked in place.
We have our PLD continue to MT Twin, WAR just hits Dread and applies Storm's (Path? Eye? whichever) on Twin. The opposite would be more ideal but it's just what has worked for us and we're too lazy to change it.
Melee DPS should always run out when you know Dreadknight should be spawning, and stay until Twintania turns to stun someone. Dread should be stunned at that time so it's safe to use a gap-closer without messing up stun timers usually. If you have a PLD on OT duty you have more leeway here since you get longer total stun duration. We've managed fine with WAR + MNK (+ BRD BRD BLM/SMN)
idk what tank swapping you do, we never tank swap at any point. Some groups switch to WAR tank during Dread phase, so PLD can stun more but we stick with PLD MT, WAR stuns Dreads.
DRG needs to know the timing for Dreads and run away just before they pop, then use a jump to close the distance if it isn't on him(not the stun one unless agreed upon before).
This question could be entirely silly, but I just wanted to clarify whether the waxen flesh is what is giving Twin what I perceive as a DS attack boost after first necklace drops. I'm mainly curious on whether the increased DS damage will continue post snakes and we haven't had long enough in that phase for me to really tell one way or the other. This question really comes about because I've been getting hit with far too many 5K DS when inevitably running out of CDs. I should probably be better at communicating for a Virus or E4E at that point, but if that DS attack boost (if there even is one, it just seems like there is to me during conflag phase) isn't going to occur post snakes, I'm not so worried about it.