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Turn 13 Guides


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Turn 13 Guides
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Merriv
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RE: Turn 13 Guides |
#4
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...

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

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. :>

[Image: 7Ho5y7x.png]
Endemerrin Rosethorne
Wiki & LS Guide â—¦ The Blue Skies Adventuring Linkpearl â—¦ 1.0 Story Sum-up
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Messages In This Thread
Turn 13 Guides - by Kage - 01-19-2015, 10:08 AM
RE: Turn 13 Guides - by Caspar - 01-21-2015, 03:59 AM
RE: Turn 13 Guides - by Kage - 01-27-2015, 09:33 AM
RE: Turn 13 Guides - by Merri - 01-27-2015, 02:43 PM
RE: Turn 13 Guides - by Kage - 01-27-2015, 03:17 PM
RE: Turn 13 Guides - by Merri - 01-27-2015, 03:37 PM
RE: Turn 13 Guides - by Kage - 01-27-2015, 03:43 PM
RE: Turn 13 Guides - by Merri - 01-27-2015, 03:47 PM
RE: Turn 13 Guides - by Kage - 01-28-2015, 02:37 PM
RE: Turn 13 Guides - by Caspar - 01-29-2015, 04:13 AM
RE: Turn 13 Guides - by Edda - 01-29-2015, 05:10 AM

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