Regardless, the i90 crafted/PvP tank armor is essentially HDL made into separate pieces, so you could glamour a Snowman head on either of those body pieces and get the same result.
Regardless, the i90 crafted/PvP tank armor is essentially HDL made into separate pieces, so you could glamour a Snowman head on either of those body pieces and get the same result.
This being the only exception I've seen in my circles, and while my FC isn't a ghost town we don't exactly do much together. It's not like anything you do will benefit more than 2-3 people (if you're lucky). Apart from Crystal Chronicles and that other one most of my LS are silent.
I think if people used LS more for communication it would be easier to connect with random people, but for the most part I know that a lot just focus on talking in FC and no one else.
its over
the last week of coil, pre-DF days, the nin hands and bracelet still no drop
see you next week, all week, everyday fucking coreul and hydra
I wonder what kind of nerfs they'll put in, I remember when they revealed what they did to SCoB when they put it in DF, all the people that had been running SCoB before then were laughing at how much they took out.
I actually do wonder if they'll bother to nerf the turns. (Of course they will.) I kinda hope they don't, but I also kind want them to so farming becomes much easier.
When they unlocked Second Coil there were no nerfs. It's when they allowed solo queues that nerfs happened.
2.4
2.41The weekly entrance restriction on entering all four turns of the Second Coil of Bahamut and the Second Coil of Bahamut (Savage) has been abolished.
Players may now proceed directly to any turn of the Second Coil of Bahamut or Second Coil of Bahamut (Savage).
Players may now enter the Second Coil of Bahamut or Second Coil of Bahamut (Savage) via the Duty Finder with a full party.
Wouldn't be surprised if it held true for the Final Coil.Players can now queue for the Second Coil of Bahamut solo via the Duty Finder. Furthermore, players must now meet the following item level requirements:
Duty Prerequisite
Second Coil of Bahamut – Turn 1 Average item level 90
Second Coil of Bahamut – Turn 2 Average item level 95
Second Coil of Bahamut – Turn 3 Average item level 100
Second Coil of Bahamut – Turn 4 Average item level 105
Mechanics within the Second Coil of Bahamut have been adjusted as follows:
blah blah nerfs
Players will now receive the power of the Echo
The Echo will take effect upon entering the Second Coil of Bahamut, increasing players’ maximum HP, damage dealt, and healing potency by 10%.
* Unlike other instances, the strength of the Echo will not increase in the event all party members are incapacitated.
* The strength of the Echo is scheduled to be increased at a later date based on player progression in the Second Coil of Bahamut.
Actually, they nerfed High Voltage immediately with the Binding Coil so idk, the Magic Reflect change didn't happen until Echo though.
Not sure I understand
2nd picture says my condition will be reset to 100%, but first pictures says I can't since it's not 100%
Did it let you store it? It's probably there for the "100% or above" portion of the error text; i.e. if you were to repair it yourself to 199% and store it then it's just warning you it'll go down to 100% when you take it out (and that your SB will be 0%)
Yes, I was looking at 2.21 for the Reflect nerfs when I was typing that up, woops
but yeah I cannot store it, I had to go repair
DF T10 will be interesting just getting by the adds. As for nerfs, is there another lite patch before heavensfall for them to not do nerfs right away(if they do at all)?
They will probably be as pretty as Turn 6/7/8 were to DF. By this I mean I'm expecting nerfs. Just for fun:
Turn 10:
-Erratic Blaster damage reduced, Paralyze duration lowered (probably esunable too) and it doesn't trigger Static Charge or Damage Up
-Wild Charge damage slightly reduced
-Cyclonic Chaos damage significantly reduced (enough to be survived solo)
-Heat Lightning can't target the tanks unless it runs out of targets
-Adds don't tether anymore
Turn 11:
-Effects of the Vulnerability up stacks reduced to 2-5% per stack
-Repelling cannons damage reduced
-Assault Node has permanent gravity
-Nanospores apply Vulnerability up stacks at a slower rate
Turn 12:
-Bennu spawn timer increased
-Revelation Resistance Down effect lowered
-Cloak of Death effect significantly lowered
-Phoenix gains stacks from dead players at a much slower rate
Fine! They will all be nightmares!
T10s adds shouldn't be too bad. Put an A and B marker up. Tell the group to kill A then B etc. The tether plus charge I'm sure will fuck people up.
T11 adds will be hard with thunder going out and timing the kills. Then tethers will pop and wreck DF hell on everyone.
T12 will wipe most groups at around the 45 seconds mark. Then its a matter of having a competent Redfire person and having 2 designated people to pass brand. And then a soak order....ok its going to be a cluster but it will be doable with experienced players.
T13 is probably the most PUGable of the 4 turns....which is odd.
Oh right, Redfire. That'll probably get butchered too.