(11-19-2014, 10:19 AM)Gegenji Wrote: This is actually something I noticed and was bothered by back in WoW. "To run this raid, you have to have run this raid." Before the advent of the Raid Finder modes and the like, the only way to get experience on the raid content was to have an in through a friend in a raiding guild who was willing to vouch for you.
It's certainly not a field you can just waltz into, and I still remember how daunting it was as a fledgling raider back in the days of Molten Core 40 mans. At least there, the raid sizes were so bloated that you could coast along on everyone else's skill until you got the hang of things. I'm terrified to think how such things work in Coil, where there's such a difference in raider number. As such, I've only gotten to the first Coil... 2 (?) - the one before the "bouncy castle" - and that was through Duty Finder queues.
WoW's Looking for Raid difficulty is pretty great. The instant-death mechanics get turned down to raidwide damage, the raidwide damage gets reduced to far lesser numbers, and the difficulty is greatly decreased when it comes to healing/dps checks.
Of course, there's always the "problem" that an unknowledgeable tank will still explode everyone if they don't know what to do or where to stand, but even that was toned down for LFR.
Coil's got that problem, still. Even after nerfs and echo, a tank standing in the wrong place can and will kill you. Titan EX Gaols come to mind, Garuda EX placement comes to mind, Dreadnaughts in T4 will still wreck healers with cleaves...
And yes, you've done Turns 1 and 2 of the First Coil of Bahamut. Most people skip the Bounce House because there's no loot, no echo, no boss, no reasons.