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Messages - Mion

#196
Reserved for Turn 5
#197
Reserved for Turn 4
#198


Team One (Team Pigu) Binding Coil of Bahamut Turn 2
#199
Decided to split ADS and Caudeceus in different posts, or it will be too long :/

After defeating ADS, you would encounter adds along the way. These are trash mobs, just avoid their AoEs and hit them. Healers can try throwing a few Holy(s). Be careful, as some mobs are patrolling.

You would encounter a Dark Stone Golem halfway through. The tank just has to make sure that the Stone Golem doesn't face his party (golem face should be facing the DPSes and Healers), as it will use a 120 degrees cleave attack which should only hit the tank.

About half HP through, it would use an AoE skill, Obliterate, which is similar to Titan's jump. Healers just need to use Medica/AoE heals. If there is a Scholar in the team, try to use Sacred Soil at where the tank is. There would be another Stone Golem just before you meet Caudeceus, the final boss of Turn 1.


Caudeceus

This snake boss might seem like a pain in the ass, but actually there are a lot of ways to defeat it depending on your party make up and your own party's preference. I'm gonna put the strategy that Team 1 used.

Just for info, Team 1 consists of:
2 Paladins (Solid and Rex), 1 Bard (Rave), 1 Monk (me), 1 Dragoon (Einzo), 1 Black Mage (Bruce), 1 Scholar (Xreedom), 1 White Mage (Vix).

The boss map has two highest areas at each side of the map, one near the entrance and one directly at the other side. After the Protect+Stoneskin buffing and what not, Rex, the Off-tank, moves to the highest area that is on the inner side of the map. He doesn't attack and waits there.

Solid, the main tank, will aggro the boss and pull it in and position himself such that he is in between two hexagonal cells. His back faces the boundary of the area (invisible wall).

The other healers and ranged DPSes stands about 2 cells away from the boss to attack/heal. As for the melee DPSes, we entered from the Boss' flank, since it will use a 120 degree head swipe skill which can hit for almost 2k+ damage, and a casted tail whip skill, which is also 120 degrees along its tail. Good reason why melee DPSes shouldn't be in front of behind the boss unless they know what they are doing.

The reason why Rex is on standby at the highest cell, is to wait for the cells to light up. When these cells light up, whoever standing on the lighted cell will spawn one Dark Slime. So two people standing on the cell = 2 slimes. These slimes, when eaten by the boss, will recover the boss HP based on the slimes' HP. Also, it would remove a stack of Iron Scales on the boss, which gives the boss a damage boost (very painful).

When the cell lights up, Rex will jump down from the cell onto one of the lighted cells (he should be the only one doing that), and spawn a slime. Rave will be in charge of hitting the slime to the lowest HP possible to minimise the amount the Boss heals when it consumes the slime. DO NOT KILL THE SLIME.

One thing to note about the slime is that you have to be in the same cell as it, if you are the one luring. If you are too far, it will explode and kill most of the DPS.

When Rex is ready to feed the slime to the boss, Einzo will deliberately go behind the boss to induce the boss' tail whip attack. When the animation of the whip is in progress, Rex will run in from the flank of the boss (somewhere near to the tail too, since he wouldn't get damage), to the other cell. After the boss eats the slime, he retreats by going to the cell directly behind the boss and up to the highest cell again.


Ignore the IGNs in there. I took this pic coz I needed a map.

The cells will light up again for a few times until the Boss splits. For Team 1, we are able to finish DPSing the boss after the 2nd spawn of Slimes. For teams who have not done turn 1 before, be prepared to wipe a lot, since you have to tweak and know how much damage you need to do.

About 65% of boss HP left, it would split. However, before that, the off-tank should be on standby to prepare to aggro the copy. The original 65% will now split to 32.5% each for each split. If there is any Iron Scales, the stack would split as well. When the split happens, STOP ALL DPS AND HEALING. Allow the tanks to establish enmity first.

This part is slightly different. Rex (the OT) will pull the boss to the other side of the map so that it doesn't merge itself, and he will tank it there. At this time, Xreedom will concentrate healing on Rex, and Vix will concentrate on Solid. Because of this, it is vital that DPS don't get hit, so that full healing power can be on the tanks. The DPS will hit the original boss (the one that the MT, Solid, is tanking), until it is about 5% HP.

The boss will still use Iron Scales. If the party is on any VOIP, the tanks can report the number of stacks of Iron Scales on the boss that they are tanking.

When it reaches 5% HP, all the DPS will concentrate on the OT's, Rex, Boss copy. Healers should continue healing. When needed, Rave would cast Mage's Ballad. When the boss reaches 5% HP, LB2 should be up. One melee DPS (either Einzo or me), will LB2 on Solid's boss, and throw a few more hits if about 1% HP is left. At this point in time, all the other DPS should still concentrate on Rex's copy.

When the original is dead, the copy should almost be dead in 10 hits or less. The melee DPS that LBed can stroll over and finish the copy.



Throughout the split phase, there is no need to spawn any slimes. If in any case, the cells where Solid is standing at lights up, he can easily shift to the cell at the right or left since he's standing on the cell's edge. When the cell lights up, the melee DPS should run to safety and let the MT stabilise the new position, before moving in again. Don't wanna risk getting a head swipe from the Boss.

Again, in any case when the MT/OT dies when the Boss is also about to die, it will merge again. If the tank is tough enough, it is possible to finish up. There should also be no need to insta-revive the dead MT/OT. Instant cast should be used to heal the remaining tank instead, since the Iron Scale stack will increase up to about 8 stacks, and it can kill if not healed in time.

-End of Turn 1-



Team One (Team Pigu) CoB Turn 1
#200
The Binding Coil of Bahamut (CoB) Turn One

ADS

The very first enemy you will meet would be the ADS (Allagan Defense System?), a defense system left behind by the Allagans. It would help a lot if there is at least one Monk and one Bard in the team.

After buffing and what not, the Main Tank (MT) aggros the ADS. The moment ADS is aggroed, it will cast a skill, High Voltage. The BRD will have to use Blunt Arrow (Silence) to interrupt this skill. It is impossible to Stun it.

At the same time when the silencing is taking place, the MT will position the ADS such that the MT will be standing either at the right or on the left. If there is any melee DPS in the team along with the Off Tank (OT), they should wait until ADS casts Repelling Cannon, before moving in and attacking ADS.

All ranged characters and healers should stand at either the right or left hand side of the map to prepare for Piercing Lance.

Skill sequence of ADS: High Voltage -> Repelling Cannons (AoE circle around itself) -> Piercing Lance (Line damage) -> High Voltage -> repeat from Repelling Cannons.


The reason why the melee DPS and OT shouldn't rush in at the get go, is that ADS will cast a lightning attack in a cone in front of itself. The MT should be the only one eating this damage. So while the MT stabilises ADS's position, the melee DPS and OT should wait till the first Repelling Cannon is used.

When Piercing Lance is being casted, the ranged characters and healers should move to either the left or right side of the lane, depending on where they were standing earlier, to avoid the line AoE. After moving and avoiding, there is no need to go back to the previous position. Rinse and repeat for future Piercing Lance as well

This is the part where the Monk will prove as a vital role in this first mini boss stage. When the Monk moves in after Repelling Cannons, he/she should throw Bootshine -> Twin Snakes -> Snap Punch -> ASAP. The maximum would be to throw Snap Punch when ADS is casting Piercing Lance. Do not cast any DoTs/Howling Fist if you are unfamiliar. After Piercing Lance, ADS will cast High Voltage again. The Monk in the team should use Arm of Destroyer to silence this attack.

If Snap Punch is always thrown just before Piercing Lance is being casted or while it's being casted, Opo-Opo Form will last long enough till High Voltage is starting. Too early, and Opo-Opo Form runs out, too late, and the GCD will not be able to make it in time unless you can throw in Perfect Balance.

Simple schematic diagram for MNK skill sequence:

Piercing Lance (Snap Punch) -> High Voltage (Arm of Destroyer) -> Repelling Cannons (Twin Snakes/ True Strike) -> Repeat from Piercing Lance.

Note to non-Monks: Please note that Arm of Destroyer (Silence) cannot be used every time. It requires Opo-Opo Form to be active, which is activated after acquiring one stack of Greased Lightning. Therefore, it would be beneficial if the MT stabilises ADS's position ASAP so that the Monk would not need to run around to avoid being hit and breaking the combo.

After 2 rounds of High Voltage, the OT should stop attacking ADS and move to the back of the map. Aggro the add that spawns behind the map. The add  might move to the centre at first, but it will come back to you shortly after if you have aggroed it properly. DPS should down the add ASAP. If there is a Monk responsible for Silencing throughout the whole fight, he/she should stay on the boss to silence it instead of helping to down the adds.

During the fight, you might have noticed a note at the bottom that says "Charge complete in .... clicks". One click = one minute. It is basically your time limit to down ADS.

Do note that once the add spawns, DPS should allow the OT a few seconds to establish enmity (especially BLMs, who can get aggro easily). Certain adds will also use a lightning skill that hits in a cone, similar to ADS.

One particular add (Attack Node if iirc), will cast a skill, Ballast, after its own Repelling Cannons that is also an AoE around itself. The cast time is however, about one second. It is recommended that DPS stay out of Repelling Cannons until Ballast is casted.

When the nodes are spawned, DPS should try to get hit as little as possible, or none at all. This can reduce the stress on healers who are healing the tanks.
#201
The Binding Coil of Bahamut (aka CoB) is a level 50 end-game dungeon. I wouldn't call it a raid, since it requires 8 people. If Square Enix's time plans proceeded on smoothly, CoB was supposedly a dungeon to be released alongside the Crystal Tower raid. However, Crystal Tower was deemed as too difficult, and is being delayed till patch 2.1 somewhere during end-November and early-December.

When patch 2.1 is released, CoB will still maintain its place as the hardest end-game dungeon (aside from Extreme mode Primals), and will be far more difficult than the casual raid, the Crystal Tower.

How to unlock:

In order to unlock CoB, it is required for the story quest to be completed up till the defeat of Titan in Hard Mode. On return to the Waking Sands after defeating Titan HM, there would be a new story quest which you have to receive and complete in order for the entrance of CoB to be unlocked.

Some important notes on CoB:

CoB's entrance is just outside Wineport. Do note that all party members has to be present in Wineport before the party can enter CoB. Another note is that a CoB party cannot be formed through the Duty Finder.

CoB is designed as an end-game challenge, and it is impossible to farm CoB for its drops. When a party clears CoB on Turn 1, anyone in the party will be unable to enter Turn 1 again, until the reset on Monday, 11pm (+8 GMT). The party will have to continue on to Turn 2 on wards if they wish to do CoB. This also applies even when one member from this party joins another party.

Therefore, it is possible to bring someone who has not completed eg. Turn 1 into Turn 2 or above, provided that the leader has completed the Turn 1. But it is not possible to enter Turn 1 again, since the leader has already completed it.

Strict Requirements:

For all members of the party, be it DPS/Tank/Healer, Full DL armor+accessories/Full AK armor+accessories and a Relic weapon is required.

Not to mention, the dungeon HAS to be unlocked before entering (YOU DON'T SAY~).

Highly recommended suggestions from most players (+me):

Some people do not follow the following suggestions, but it is highly recommended. Some (if not all) of them are actually requirements in certain parties.

1. Have a microphone and have the whole party join either Skype/any other VOIP. For EsF members, feel free to use Raidcall (Group ID: 3540514) to coordinate CoB runs. The reason why this is important for certain parties is that if anything happens, or if anyone decides to take some action, everyone will be aware. During the CoB fight, the battle will be too intense for you to take your eyes of the enemy and read the chat.

Having a microphone and communicating over a VOIP will definitely be extremely, extremely, extremely x 1000 helpful during Turn 2, where there will be A LOT going on (silencing, switching of tanks, Allagan Rot, announcing of boss attacks, guiding, etc). Unless you're a tank, you would definitely want to at least have the whole party congregate in a VOIP.

2. Read up on CoB, watch videos, or even read this guide (lololol shameless advertising). Take note of the different strategies shown on different sites. One party's strategy might not fit your team, but another might be suitable. So, why not?

3. Plan CoB timings together. This is more on organisation of a team.

4. Of course, determine who is responsible on what role. I will talk more about this in accordance to the different Turns.


#202
After you run through it once, it should be quite easy from there.
#203
The reason why I decided to separate this from the main Dungeon Guide topic is that this dungeon is one of the most ran dungeons besides Wanderer's Palace and previously, Castrum Meridianum*.

*In case you were wondering why CM isn't a popular choice now, reason being that it has been buffed up such that you are unable to skip certain groups of mobs that can previously be ignored. Also, WP has been changed to drop Allagan Tomestones of Philosophy and Mythology, and one round of WP would take 15 minutes with a Full Relic Party, therefore expect to be excluded from WP groups if you do not have a Relic weapon. AK and WP should drop about 100 ATP per run.

Before talking about AK, imma brief about what ATP and ATM are used for.

Allagan Tomestones of Philosphy (ATP)

ATP should be the second thing that you aim to gather after acquiring a Primal weapon (Ifrit, minimal). ATP is mainly used by fresh level 50s as a currency that can be exchanged at Mor Dhona, Revenant's Toll, for Darklight Armor + Accessories. Among the level 50 gear, Darklight gear falls in between your Artifact (AF) gear and ATM (also known as AF1)/ Allagan gear. It is at the same rank as the green tiered gears acquired in Amdapor Keep.

If you have leftover ATP after getting DL gear, not to worry. 900 ATP is required for your Relic Quest.

After acquiring DL gear, do not stop collecting ATP. ATP can be further exchanged for materials required for the crafting of high end accessories (animal fat/peacock ore).

Allagan Tomestones of Mythology (ATM)

So the first thing you think that should be purchased with ATM are AF2/ATM gear. Answer is, no. In fact, you should be saving up 900 ATM to upgrade your Relic to Relic +1.

So what if you have an excess of ATM? Get ATM gear. These gear are on par with Allagan gear obtained from the Binding Coil of Bahamut. The best way is to aim for the gear that drops on the later Turns, like Turn 4 or 5, since these 2 will wipe your party a lot before you can clear it. So let's say MNK's top drops in Turn 5 of CoB. The first ATM gear that I should aim for would be the ATM top.

Gathering ATM for the first piece will require quite some time due to the 300 ATM cap per week which resets on Monday at 11pm (+8 GMT). Take your time.

Amdapor Keep

Requirements:

Important: DPS roles. Minimum weapon: Primal weapon (At least Ifrit. Preferably Garuda weapon.

This applies for BOTH DPSes. AK tests a lot on DPS, and the difference in timing/success rate between a party with iLevel 49 weapons and a party with at least iLevel 80 weapons is extremely large.

If one of the DPS is a Relic Holder, the other DPS can be using a HQ crafted weapon. However, even though there would be a high success rate, the time taken to complete AK might take a long time.

For Tanks and Healers: It is fine if you enter with GC weapons. However, do remember that having a weapon of high iLevel even though you're not DPSing, can push out a single-target LB of higher damage since LB damage is based on the party's weapon iLevel.

Armor: It is fine to enter with AF armor for all 3 roles.

Dungeon Procedures

The Starting (before the first boss):

- Stun Lunatic Followers who are carrying a staff when they are attempting to use Void Call (a summon skill). Preferably a PLD can do this. This skill can be Silenced. For tanks: Please mark targets when there are more than one of them. For WHMs/BLMs: Sleep off-targets. Note that monsters such as the Hippogryph and Dullahan cannot be slept.

- Nothing much after that. Just tank and spank. Do not lure more than 1 group of monsters at any one time.

First Boss:

- Full DPS on the Lunatic Follower. He will use AoEs, so be sure to avoid them. When he uses Void Call, let him continue. That particular Void Call cannot be interupted by any means.

- When the Void Call skill is completed, full DPS on the Lunatic Follower until he dies. When that happens, the Tank should lure the summoned monster (I forgot it's name) to the side of the map where there is a lamp mounted on the wall.

- Golem adds will be summoned by the boss. Kill the adds ASAP.

- When the boss aims anyone and casts Canker, Silence/Stun it. If you are a melee DPS and you are targeted, move to the back of the boss so that he cannot finish the casting. If all else fails and Canker is casted, WHMs/SCHs should Esuna/Leech whoever that has gotten the Disease debuff from Canker.

- The boss will summon a GIANT golem which will use a large AoE skill (reason why tank should lure boss to side of map). You should be out of the AoE easily enough. There is NO NEED to kill this GIANT golem since it will destroy itself later.

- Kill the boss.

Middle part (before second boss):

- There will be certain areas where Vodriga Sleepers will spawn once someone steps into the area. Let the Tank walk in front. Kill the Sleepers.

- There will be a certain part where there is one Dullahan pacing across the room. Make sure the Dullahan is faaaaaar away (Dullahans aggro by range, so it has eyes behind it's back) before running to the next room.

- Kill Brontotaur first. WHMs and BLMs should sleep Hound Lights. Vodoriga Sleepers can be slept too.

- At the last part before the second boss where there is one group of Brontotaur and Hound Lights, and a Dullahan, hug the tree on the right. The tank should move first, so that he/she can aggro the Dullahan and bring it into the second boss room, where it is more difficult to accidentally aggro the group of Brontotaur and Hound Lights.

Second boss - Demon Wall:

- This is where the DPS plays a part. During the fight, WHMs should use Medica whenever Demon Wall uses Murder Hole.

- Demon Wall will summon stripes of a dark purple colour on the ground in this seqeunce: Middle, then both right and left hand side of the map. Avoid the stripes. They hit for quite a lot and it slows you.

- After Demon Wall uses the stripes for 2 cycles, everyone should move into the middle of the map. Where is the middle? Look at the arrow when you click on the Demon Wall. Standing on that arrow while facing Demon Wall will ensure that you do not fall of the map when he uses Repel.

- After 2 repels, Bloodlappers (bee-liek stuff) will be summoned. Single target DPS should LB the left bee. If the LB is inadequate to kill it, full DPS it down. Tank should maintain enmity on the right bee until the DPS finishes the left bee. The bees will use an AoE skill which can be Stunned. Continue on Demon Wall after both bees are dead.

- At the same time when the bees are summoned, a Void Pitch will be on the ground at the back part of the map. If your DPS is not enough, the Demon Wall will Repel until there is no clear ground to stand on. This Void Pitch will have a DoT effect on you until you die, so a high DPS is important.

Phase before last boss:

- WHMs and BLMs should sleep Hound Light and Smolenkos. Party should get rid of Soul Collector first.

- Avoid ALL AoEs.

- There might be Succubus in some group of the mobs. Ranged characters/Tanks should aggro them from far and get rid of them before moving to the main core group of mobs. When Succubus casts Void Fira, this should be Silenced or Stunned.

Last boss:

- Tank will draw boss to a position where the head faces the middle of the map, preferably near the furthermost pot at the right. All DPS and Heals should hold until the Tank is ready/in position.

- Melee DPS should enter from the side of the boss, as the boss will use Tail Drive whenever someone is behind it. Neither should Melee DPS stand in front of the boss to avoid Rotten Breath, which will have a slow debuff + high damage.

- When the boss casts Imminent Catastrophe, everyone should hide behind a pot. This skill is able to kill off any non-tanks.

- After Imminent Catastrophe, one of the pots will spawn into a Dark Helot. DPS should down this fast.

- After about 2 rounds of Imminent Catastrophe, the boss will cast a pink line on one of the party members. Member who is targetted should run to the corner of the map where there is no one standing. A ball will be summoned at where the targetted member is, which will deal damage every second around itself.

- LB the boss when LB hits 2 bars.

- End of dungeon.


Imma probably do a Turn 1 and Turn 2 written guide for CoB sometime :3 AK video will be up when I have the time. LOL.


#204
FFXIV: A Realm Reborn / Re: COB Team 2 Diary
October 23, 2013, 03:18:28 PM
Muhahahaha good luck~ Takes quite a lot of trial and error for Caudeceus.
#205
FFXIV: A Realm Reborn / Re: COB Team 2 Diary Vol. 1
October 21, 2013, 04:25:13 PM
The video can help. A lot :D Then you will have more to celebrate. Whee
#206
Oh crap I just realised that level 50 GC weapon requires AK since the rank-up requires the quest to be done. Meh. Hmm what I did was to skip DL weapon entirely and jump straight to Ifrit HM (with an ilevel 49 weapon :x). Previously before the hotfix which changed WP to drop ATP and ATM, people farmed WP to get the Darklight weapon. But now, after the patch, those going to WP might only strictly only look for relic holders due to the ATM.

And er, DL armor and accessories can only be acquired by exchanging ATP, but DL weapon is a separate item that drops in WP.

#207
No I'm not a tutorial assistant D:
#208
YES. I AGREE. Why does bad looking gear perform better than good looking gear!?
#209
The only level 50 ALC in FC that I remember is Lavene. You can try your luck to find someone at the marketplace area near the Retainer NPC where many crafters gather there. Most are willing to meld for free, but you can pay a bit for their trouble.

As for the requirements for AK (I have never done WP before so I'm not sure about the requirements) you can enter with AF gear. After hitting the ATM cap for the week you might want to farm for DL armor since it will help in Titan HM. As for weapon for AK, you can get the GC weapon or farm WP for Darklight weapon. You can also jump straight to get an Ifrit weapon if you want to.
#210
I posted this on Facebook, but just wanna put it here in case some are not in the EsF Facebook group:

http://www.gameskinny.com/4rc10/ffxiv-leveling-craftingtradecrafts-with-repeatable-leves-guide

List of repeatable leves to level Tradecraft classes, and also, a good way to decide what to sell on the market :3 Just be sure that if you are doing the leves for leveling, do the repeatable leves that are a few levels lower so that it is easier to HQ. Also, a tip from Esmme, do the repeatable leves that give like 40+ shards each turn in. Good way to top up shards.