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  1. #1
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    General question about Bahamut's Coil setups

    Hello,

    the two currently open threads for Coil Turns weren't too conclusive as they only provided specific setups and, from what I could gather, only covered two of the currently accessible 4 turns, so I would like to ask here.

    Since I'm in the process of building a Coil static group with people from my FC, I'm trying to figure out which setup we should go with. Due to setup suggestions I found here or heard of, I'm just somewhat concerned about the efficiency of any given setup I could come up with using the jobs I have at my disposal.

    Basically, I'm wondering if, barring lack of access to a specific LB, there is any reason a given setup would or could not possibly work in specific Turns or in BC altogether.

    I'm kind of hesitant to tell people to level a new job just so they can enter BC with us, so any advice in this direction would be greatly appreciated.


    Thank you very much in advance!

  2. #2
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    Having a melee lb is really a nice thing to have, so don't just grab 2 BRDs and 2 casters and be done with it. When I do it we usually have 2x PLD(they are safer), WHM & SCH(standard healing combo), 2x BRDs(because we are OP as fuck), a caster blm or smn(I like BLM better for spike) and a melee DPS(usually a DRG since we have tons of them). You could bring 1 BRD and 2 melee DPS but they soak up lots of damage being close to the mob and BRDs can usually out DPS anyone that needs to move. Also nice to have both mana and foe when needed. I have not tried turn 5 yet so couldn't give advice for there, sorry.

  3. #3
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    IMO: the only specific jobs you need in a Turn 1-4 Coil group are: one PLD (for double dreadnaught in Turn 4), one BRD (for ranged silence in Turn 2, and songs), and two good healers (SCH+WHM being the better combo but really you mostly want two guys that are good at their healers).

    If you want to see what setup you "should" use it might be best for you to post the jobs your FC has available and I'm sure someone here will sort your guys out.

    One of the safest setups (especially when learning the fights) is probably PLD PLD WHM SCH BRD BRD CasterDD MeleeDD since it gives you two Hallowed Grounds, two Blunt Arrows, magic damage, good AoEs, the single target LB, and retard-proof rot passing. This is by no means what you should aim for, however - a lot of setups work fine. I recommend you just enter and figure out what's best for your members in each Turn.

  4. #4
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    Quote Originally Posted by AntB View Post
    Having a melee lb is really a nice thing to have, so don't just grab 2 BRDs and 2 casters and be done with it.
    I disagree with that. At this level, tank lb3 does more damage than melee lb3.

    Scenario 1: Things get hairy. Melee uses limit break, is stuck in animation and dies before it goes off anyway, then the party wipes.
    Scenario 2: Things get hairy. Tank uses limit break. Party is safe to dps while healers catch everyone up, then more dps is applied after lb wears because no one is dead.

    So ya, grab 2 brd, 2 blm, and be done with it

  5. #5
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    Quote Originally Posted by lilbubbles View Post
    I disagree with that. At this level, tank lb3 does more damage than melee lb3.

    Scenario 1: Things get hairy. Melee uses limit break, is stuck in animation and dies before it goes off anyway, then the party wipes.
    Scenario 2: Things get hairy. Tank uses limit break. Party is safe to dps while healers catch everyone up, then more dps is applied after lb wears because no one is dead.

    So ya, grab 2 brd, 2 blm, and be done with it
    Yeah but this is the really easy way, poor MNKs and DRGs!

  6. #6
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    Yeah..

    2x PLDs, because sadly lolWAR

    2x BLM that also have SMN leveled (People in my group go for one or the other depending which turn)

    2x BRD because why would you take any other kind of physical DD (good DPS, can easily dodge shit, silence rotation etc)

    And the usual SCH + WHM

    Cleared turn 4 for the 5th times with this setup yesterday, it REALLY is the easy mode. I'm sure you can somehow make it work with a greatly geared WAR mixed in, or a DRG/MNK instead of a BRD, but if you don't have to, there is just no reason turning Coil into hard mode.

  7. #7
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    Our currenty setup is

    1x Paladin
    1x Warrior
    1x Bard
    1x SMN
    1x MNK
    1x DRG
    2x SCH

    This is by no way the best setup in the game but we easily clear turns 1-4 in an hour, aslong as your players are good it really doesn't matter for Turns 1-4 it's easy, Turn 5 however fuck Warrior.

  8. #8
    The Once and Future Wamoura
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    Quote Originally Posted by Lepetit89 View Post
    Basically, I'm wondering if, barring lack of access to a specific LB, there is any reason a given setup would or could not possibly work in specific Turns or in BC altogether.

    I'm kind of hesitant to tell people to level a new job just so they can enter BC with us, so any advice in this direction would be greatly appreciated.
    There is no one Limit Break that breaks or makes a fight. There's no real need to have people level different jobs unless you're going in as six warriors, a thaumaturge and a monk.

  9. #9
    Chram
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    We do t1 t2 and t4 in an hour with 2x PLD, 1x MNK, 1x BRD 1x BLM 1x SMN 1x WHM 1x SCH

    My monk is often miles ahead in DPS in all turns compared to our RDPS.

  10. #10
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    Quote Originally Posted by MrSamuels View Post
    Our currenty setup is

    1x Paladin
    1x Warrior
    1x Bard
    1x SMN
    1x MNK
    1x DRG
    2x SCH

    This is by no way the best setup in the game but we easily clear turns 1-4 in an hour, aslong as your players are good it really doesn't matter for Turns 1-4 it's easy, Turn 5 however fuck Warrior.
    This is basically what our -A- team will be bringing to turn 4 on Weds for our first clear. I also agree with much of what people above said: don't turn Coil into some hardmode content if you don't have to. There's already enough buggy shit in there (why the fuck does ADS move around so much when casting rot initially when the tanks have him locked down?!!!) that will get in your way just through shitty coding and RNG.

    What -is- useful, however, is for your DPS to have additional jobs to switch to and from. Having melee able to switch to ranged for ADS to make rot passing easier is nice, or being able to switch between different types of damage.

  11. #11
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    Quote Originally Posted by Lucavi View Post
    I also agree with much of what people above said: don't turn Coil into some hardmode content if you don't have to
    While this is true don't go with the general consensus that BRDx2 and PLDx2 is required save that shit for the shout groups who wipe for 2 hours on Turn 1 because they took bad players because of their class, these jobs will make it easier but this is your Free Company and unless you are legacy some people don't have multiple jobs yet, use what you know about your players to make a group that will get a clear.

    We actually prefer Warrior Off tank for Turn 4, find aggro on adds is much better and they do dish out better AoE damage than Paladins and every little helps.

  12. #12
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    ^agreed on WAR OT on turn4, PLD have hard time keeping aggro from AOE.

    My set up is PLD WAR SCH WHM BRD BRD MNK BLM

    2 BRD def. not required but it's nice to have.

  13. #13
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    We did (and do) different setups depending on the turn

    We do Turn 1 as

    2x BLM
    1x BRD
    2x PLD (we also did it PLD/WAR several times)
    1x MNK
    1x SCH
    1x WHM

    Turn 2

    One of the BLMs changes to BRD for easy time silencing, and I (the MNK) change to BLM, cause fuck doing Turn 2 as Melee, also the more ranged there is the easier is to not mess up allagan rot, for us at least.

    2x BLM
    2x BRD
    2x PLD (or PLD/WAR)
    1x SCH
    1x WHM

    Turn 4 same setup as Turn 1

    Basically, I feel that as long as you have good players and a balanced group you can play whatever you like, our main jobs are the Turn 1/4 Setup but many of those are perfectly interchangeable.

  14. #14
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    I would absolutely encourage people to double brd on Turn 2 if you don't have a Pld that can keep everything clear and going while also silencing, but its 100% not necessary. The more options all of your players have, however, the better.

    I'll give more feedback on turn 4 once we cut our teeth on it tomorrow night.

  15. #15
    The Once and Future Wamoura
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    Quote Originally Posted by Lucavi View Post
    (why the fuck does ADS move around so much when casting rot initially when the tanks have him locked down?!!!)
    I'm pretty sure this is because the nodes you don't kill spawn in the ADS room during the fight in a preset location and ADS runs to be within a certain radius of them before absorbing/eating them and beginning to use their abilities.

  16. #16
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    Rot node spawns next to him; between myself and ADS, yet ADS runs toward the center of the room as if he's going toward a healer or caster. It makes no sense whatsoever.

  17. #17
    Relic Horn
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    ADS moves to eat the spawning nodes in order to gain their skills, yes. It's intended, not sure why you thought it was buggy.
    Quote Originally Posted by Lucavi View Post
    Rot node spawns next to him; between myself and ADS, yet ADS runs toward the center of the room as if he's going toward a healer or caster. It makes no sense whatsoever.
    EDIT: I've never seen that happen, that's fun

  18. #18
    Ridill
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    You can make do with any setup as long as the basics are fine and you know how to play. While PLD/PLD is usually the setup for tanks, you can do PLD/WAR occasionally. WHM+SCH is the most common setup for healers as well. In terms of DD you can do whatever the fuck you want though. Most important thing is they know their rotations and have enough muscle memory to not be staring at their hotbar/CDs all day long.

    We take MNK BLM BRD BRD generally for turn 1-4, and for 5 we're doing MNK DRG BRD BLM. We could probably switch it up more but why mess with a sure thing?

  19. #19
    Ridill
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    you can do turn 4 with all magic damage?

  20. #20
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    Quote Originally Posted by solracht View Post
    ADS moves to eat the spawning nodes in order to gain their skills, yes. It's intended, not sure why you thought it was buggy.


    EDIT: I've never seen that happen, that's fun
    We as tanks were raging about it last night; the next person on threat was about half a bar down and he nearly heads into mid to start dropping people with his cleave. I was getting hella salty.

    I gotta start frapsing some of these fights and emailing the links to SE.

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