I know some people have either cleared Turn 13 or are working on it...
Any good guides (text and video) people can share?
Any good guides (text and video) people can share?
Turn 13 Guides |
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Turn 13 Guides |
01-19-2015, 10:08 AM
I know some people have either cleared Turn 13 or are working on it...
Any good guides (text and video) people can share? |
RE: Turn 13 Guides |
01-21-2015, 03:59 AM
Hm, maybe this will help?
Someone from my static linked this one. http://www.dtguilds.com/forum/m/6563292/...tegy-guide Currently, we are on divebombs phase. ã€Œè’¼æ°—ç ²ã€ã‚’使ã‚ã–ã‚‹ã‚’å¾—ãªã„!
AV by Kura-Ou Wiki (Last updated 01/16) My Balmung profile. |
RE: Turn 13 Guides |
01-27-2015, 09:33 AM
Thank you! I've been looking at it but I find that guide a little more lacking than say solitude's. Some video guides are really nice about movement...
Earthshaker is such a bitch. As ranged I'm sort of committed to one side. Have to tell the OT or the melee in front of me to move to the other side so I don't get clipped by their earthshaker. Also, that puddle of goo :c We have the dps to down adds before they drop liquid hells but people keep dying before that phase = bitch to wait for cooldowns so they don't get dropped etc. T_T I watched Xenosys' guide mentioning divebombs but.. yeah still not sure. What paths are being decided on when you check for bahamut? How do you know which "path" is the path? D: |
RE: Turn 13 Guides |
01-27-2015, 02:43 PM
(01-27-2015, 09:33 AM)Kage Wrote: Thank you! I've been looking at it but I find that guide a little more lacking than say solitude's. Some video guides are really nice about movement... It's not so bad if you have a prioritization. Just depends on your group comp, really. We have two melee, two ranged. How we handle them is I (ninja) always drop on the left. Our Monk always drops on the right. If the off tank gets earthshakers, he drops on the right. If the Monk and OT get earthshakers, the monk goes to the left. Every other combination, each of our ranged stands on one side and compensates for that side if need be. Everyone else has to stack directly behind Bahamut so they don't get clipped by the earthshakers being placed to the side. If people are getting clipped, they're either too far out, or the people placing them aren't hugging the wall properly. Incredibly simple when handled that way. (01-27-2015, 09:33 AM)Kage Wrote: I watched Xenosys' guide mentioning divebombs but.. yeah still not sure. What paths are being decided on when you check for bahamut? How do you know which "path" is the path? D: Divebombs are, IMO, the easiest type of dive bombs in all of coil. All you do is stack in the middle. Pan your camera until you find Bahamut. He's going to dive straight down the middle. He's the red marker. When the green marker appears, you start running. (Red means stop, green means go.) While you're running, you pan your camera to find Twintania. If she's facing you, you need to then split off to the left or right again, while remaining spread out from people. The final divebomb after Twintania dies will only be Bahamut. Ranged will stack in the middle for it, and melee on the remaining add. If he dives middle, everyone moves out of the middle and the people to the side on the add stay put. If he dives at the add, melee moves from the side to the middle. Our group splits down the middle. Half of us go left on green, half of us go right. This is our clear from this week. (Bit sloppy, but it works to show how we handle certain mechanics.) https://www.youtube.com/watch?v=6pOonpZuh3U You can see most of what I talked about in there. :> |
RE: Turn 13 Guides |
01-27-2015, 03:17 PM
Well the thing is... so let's say we have OT, NIN, and BLM on the left side. We then have our MNK and BRD on the right. Everything is nice and dandy when it's MNK, BLM or OT + BRD or NIN + BRD or BLM+BRD. But people tend to get clipped when it's OT+BLM, NIN+BLM or MNK+BRD. Basically, whenever we have 2 on one side.
I don't feel like, as ranged, that I have time to adjust to go to the right side when OT or NIN gets it. Should I be experiencing this? Or do the two melee/OT adjust? But yeah we're starting to all have everyone "stack" line up in the middle so we're not clipping the people who don't get earthshaker. ... but it's an issue when earthshaker is on both sides. |
RE: Turn 13 Guides |
01-27-2015, 03:37 PM
People shouldn't be getting in position before markers, if they are. Sounds like that might be the issue. Otherwise it's just a means of compensating. If two people are on one side and they both stay on that side, it's going to cause issues, and a flat out wipe in the final phase. You need to set up a prioritization order for who goes where, and if two are on one side, know which of the two goes opposite.
So, you have OT, NIN, and BLM on the left. Let's say OT and NIN get targeted. OT would stay on the left, and the NIN would quickly run across to the right and drop his on that side. Again, another scenario. This time the OT and BLM. The OT would stay where he is, and since the BLM is already behind the boss, they have more than enough time to run to the right and drop over there. It just boils down to communication and raid awareness. If you compensate instead of anticipate, it trivializes things. Have certain people with set locations. It's easier to make the melee and OT these people, as the ranged won't be right up on the boss anyways. The only exception to that rule is whichever side has the OT, as the OT will stay put on the melee on that side will split off to the other. I threw together a quick diagram to explain. This is how you setup should always look when preparing for earthshakers. 0 = Boss 1 = Monk 2 = Ninja 3= OT 4= BLM 5= BRD Those are the only people who will ever get markers. I'll break things down a bit further. 1 = Stays right always. 2 = Stays left always UNLESS the OT gets earthshaker. Then they go left. 3 = Stays left always. 4 = Goes left or right 5 = Goes left or right So, for example A. The Monk and Ninja got earthshakers, so they go to their respective sides. In example B, the Ninja and OT got earthshakers. Because the OT is designated to always stay left, the Ninja goes right. In example C, both respective sides are open for their jobs, so they go to their spots. But in example D, both the Ninja and BLM are on the same side. Since the Ninja is always designated to go left unless the OT has it, the BLM goes right. Example E is the same, only reverse with the BRD going left because the Monk is always going to stay right. But bottom line, OT, NIN, and MNK all have designated spots. NIN and OT are the only exception. BRD and BLM will always have to compensate and run to the proper side based on whether or not one of the designated spots is taken. Hopefully that helps clear things up, but feel free to ask more questions if need be. :> |
RE: Turn 13 Guides |
01-27-2015, 03:43 PM
Mmmm perhaps we're pre-positioning too far away from Bahamut because of Megaflare then?
Quick Steal from Solitude's guide Just... cut bahamut from the middle and bring him (and party) to the south edge (A). WAR is on the other side. C is used for the stacking Megaflare mechanic. People are spread out so as to not splash damage or crowd bahamut's ass with the plume circle Megaflare mechanic. |
RE: Turn 13 Guides |
01-27-2015, 03:47 PM
In regards to that, C is actually our stack location for the final phase. First phase we stack right on his butt, at A. You can see it around 1:00 minute in on my video. That's where we stack for the phase one megaflare. Could be an issue of being too spread out, as ultimately you should have more than enough time to get into position, even if you're crossing over to the other side for earthshakers. One of the important things about this is it allows melee to keep DPSing during this phase by not stacking way off in the middle. The only reason C becomes a thing in the final phase is because you have less room to spread out and towers are a thing.
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RE: Turn 13 Guides |
01-28-2015, 02:37 PM
I've gotten responses of either a) Spread for Megaflare, group up for earthshaker... or b) keep spread out and have OT/melee adjust.
I guess this is just something I'm going to have to talk to the party about. I hate the earthshaker though. Sometimes I get all the ticks of 3900 damage or I'm able to not get the debuff/tick. :/ |
RE: Turn 13 Guides |
01-29-2015, 04:13 AM
The Earthshaker is not a huge deal for our group. Basically, we have me on bahamut's left. Our drg on bahamut's right.
When earthshaker happens, on the first time PLD covers me and I don't bother moving at all. whoever gets chosen goes into the open area behind the drg and moves only just enough to not be in the sludge after the earthshaker resolves, and is as far forward as they can be without touching the wall or getting the tank hit with the earth shaker. Meanwhile, if a melee doesn't have it, they go behind bahamut where the earthshakers never hit them. (And if we do it right there is even a bit of side for positionals.) The only issues I could ever see from that setup is if a blm/summoner is too far away and doesn't use aetheromanipulate/sprint to get into the sludge placing spot. Or if the healer isn't prompt about refilling you after one or two shaker hits. Usually our sludges are placed in a triangle. Otherwise the strategy is pretty similar to Merri's. ã€Œè’¼æ°—ç ²ã€ã‚’使ã‚ã–ã‚‹ã‚’å¾—ãªã„!
AV by Kura-Ou Wiki (Last updated 01/16) My Balmung profile. |
RE: Turn 13 Guides |
01-29-2015, 05:10 AM
http://angered.guildwork.com/forum/threa...by-angered
I find this guide helps a lot, especially for healing and dealing with Akh Morn. It's a bit too detailed at times, but... You never know what you might find to be helpful. |
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