Showing posts with label Conjurer. Show all posts
Showing posts with label Conjurer. Show all posts

Friday, October 11, 2013

Paladin relic, more about the coil

It seemed like it was just last week when I got my Artemis bow! Just picked up my Curtana yesterday...
Comes with free shield!
For those *not* on Hyperion, or having just recently joined the server, Paladin was my first job to 50 and the one I quested on. After I hit PLD50, I realized that most of the problems in the dungeons I ran into were due to DPS races where the skill of a DD has a larger influence on if you can win the fight or not. (Just for example, look at this Titan HM Tanking Guide which I followed pretty much to the letter and compare it to this one which healers/DDs need to learn. SWW actually has an extra step in phase 5 which is quickly becoming a tradition for all tanks!) For the most part, tanking in FFXIV is relatively simple and mainly consists of hitting your 3-button combo, learning where to position the mob, and ocassionally using defensive cooldowns. I decided to level Bard for a DD and focus on that job, but went back and did my Paladin relic quest to have PLD ready for use!

Endgame in FFXIV consists of two main things at this time: Farming Mythology tomes and the Binding Coil of Bahamut

This past week is the 2nd week I'm doing the coil with SWW. Progress in the coil is reset every Monday at 8am Pacific, and after the reset, you can go back and re-do parts that you cleared before for more loot. Turns 1 and 2 of the coil have two loot chests each after you defeat the final boss of each turn which drop ilevel 90 gear. Keep in mind that there is a missing tier of equipment (the ilevel 80 stuff that is supposed to be from Crystal Tower), so even if you are geared with full darklight gear and your relic, you're still "undergeared" for the coil and things will be harder than normal.

Turn 1
Compared to other dungeons in the game, the Binding Coil of Bahamut is actually pretty short. Turn 1 consists of an initial miniboss called ADS, followed by some minor exploring and easy to kill trash mobs before you take on the final boss.

You can find a fairly good video guide at https://www.youtube.com/watch?v=8HtpA8NV6O4

The main thing about the ADS miniboss is that it has an ability called "High Voltage" that does massive AOE damage and more importantly, AOE paralyze. The key to this fight is really just to silence this ability and prevent it from going off. This is where a Bard or Paladin silence rotation comes in. All you really need is two people to focus on silencing it since the recast timers are just about perfect for how frequently the mob does the move.

Otherwise, the usual stuff applies... avoid red zones, kill adds. IMO, this is really a DPS race mini-boss as the longer it goes on, the more pops come up and the more damage you are taking. It looks like the boss also rages and kills everyone at the 4 minute mark, which is fairly consistent with all the other parts of the coil. Mechanics wise, I think it's easier compared to Titan as you don't have to "dance" as much, but the DPS requirements are much higher. You definitely can't carry any members along, and even with the SWW group, we still take a few tries before we pass this boss.

After defeating ADS, you get to wander around and kill a few mobs!
Onward!
Silly mobs in our way!
At the end of the zone, the final boss is a snake called Caduceus. There are two fun mechanics to this boss. 

The first is that he gains stacks of damage bonus over time that will eventually one-shot your tank. Also, the hexagon ground plates that make up the battlefield will glow at specific intervals and if you are standing on a glowing plate at the time, a slime add will pop and be fixated on you. If you kite a slime over to the boss, he will "eat" the slime which reduces the damage he does, but he will also gain the HP that the slime has left before he was eaten. Another fun mechanic is that if the person who popped the slime gets too far away from it, the slime explodes and does a ton of damage to everyone around.

For the initial phase of the fight, you're watching where you're standing, making sure the off-tank is the one who pops slimes to feed to the boss, being careful to reduce the health of any slimes you feed to the boss, but not kill it outright to keep the boss's damage low. Lots of situational awareness is necessary here.

The second fun mechanic of the boss is that after some time, it will split into two identical twins at the same HP level. You have to kill both of them within a few seconds of each other or else you lose the battle. At the same time, they are still gaining stacks of damage, and at some point, they can merge back together, doubling the stacks of damage and will pretty much one-shot everyone. This is where the party of 8 splits into 2 parties of 4, taking each boss's HP down at the same rate until they are ready to get killed at the same time. I think some groups have the DDs switch between targets and brings the HP down one at a time, but in our case, our damage rate is fairly even between all 4 DDs so we can simply take down both bosses at nearly the same time. 
We split our team into "shapes" vs. "skins". Hey! Why am I the square?!
I personally found the final boss of turn 1 simpler compared to the initial miniboss, so new groups to the coil should not get too discouraged if they run into problems with ADS! This past week I got my Allagan Bracelets of Aiming, so that's my first ilevel 90 gear!

That's a lot of snake for dinner!
After sorting out your loot, you can exit to a weird holding area. This actually isn't on the instance server and seems to serve as a lobby between turn 1 & 2. You can meet other players here, and you can probably send/receive tells. And... it's bugged since the location shows up in the moon language on the linkshell list!
Squigglies!
Turn 2
I found turn 2 to be the most fun fight, and most challenging mechanics in the game so far. The dungeon is timed from the moment you step over the initial line from the entrance, and the path that you take determines what your final boss fight will be. During all this time, you have the tanks alternating taking duties, a constant silence rotation, lots of different AOEs to avoid, and for even more fun, you can't even regen MP as the entire zone is considered a battlefield! The boss even throws in a "disease" type mechanic that you have to pass around between your team members or else it's an automatic lose.

To summarize:
- Constant tank rotation
- Constant silence rotation
- Lots of different AOEs!
- Passing stuff around everyone
- Yay confusion!

If people are interested, I can do a writeup about tackling turn 2. Meanwhile, here's a video guide someone else posted: https://www.youtube.com/watch?v=FDoJe-SOh6s
Hello again ADS!
Fill it with arrows!
Turn 3
This is officially the "no-loot" zone with lots of trash mobs but no boss. There were some theories about how there might be a secret way to trigger a boss, or some special conditions that had to be met to get some chests, but SE put up on the official forums that the zone is working as intended. I personally think this is just a relaxation zone after the tense battle of turn 2 which required a lot more concentration.

Turn 3 is kind of a mini-maze with bouncing platforms, kinda like Sonic the Hedgehog. There are little platforms you can stand on which will launch you up into the air to get to different levels. You can also change the direction which the panels launch you, which can lead to some funny results if people aren't careful about where they walk, launching your friends over to completely different areas and getting everyone split up!
Deeper we go!
Wonder what kind of engine this is anyway...
First of many platforms!
Lots of jumping through glowing hoops!
And sometimes you drop in on a mob!
Overall, it's a fun turn and lots of laughs to be had!

Turn 4
From what I've seen so far, turn 4 is a simple DPS check. Wave after wave of mobs that you have to kill before the next timed wave shows up. Oh, there's the usual red circles to avoid and places you want to position the mobs and stuff, but the main thing that i stopping us from passing it at this time is being able to do enough damage to take out certain waves.

This is where we stopped last Sunday, and I hope this is what we can pass this coming weekend! Meanwhile, here are some pics from turn 4!
Engine, drive cylinder... so, this is really just a giant car?
Posing and staring seriously with one eye!
And before you take too many steps... surprise bugs!
Clockwork Soldiers from FFXIII! And yes, they do that "pop-up" thing where they take extra damage too!

Ok, that's enough of coil right now!

Mmm... what else... so, people have been doing AK, Prae & CM runs for tomes of course. CTR is still in the process of gearing up, and at this point, we have a few people with relics while others are almost to the point where they can take on Titan. As Rooks said, there won't be any carrying of people through Titan. You need to gear up properly, know how to play your job well and learn the Titan fight to earn your relic.

Personally, I don't see the point of getting carried through Titan anyway. If you don't have the gear for it, or if you can't execute your job properly, you won't be taking on the content after Titan anyway! The Coil is the only content opened up after Titan and to take that on, you pretty much need full darklight gear, and be able to play your job fully.

In any case, after finishing my PLD relic stuff, I've been toying around on CNJ with the intention of making White Mage my 3rd job to round up the roles I can take on!
WHY IS THE QUEST NPC ON A STUPID PLATFORM YOU HAVE TO JUMP TO!?!!




Monday, August 19, 2013

FFXIV soft launch / beta 4 weekend

3012, 1017, 90000. These are the numbers that I think almost everyone ran into during this weekend. The unlucky among us (Ark, Val) were locked out with the 3012 (character still logged in) error and weren't able to play for most of Sunday. It also looks like they also severely underestimated the number of people who would want to play, closing Hyperion (and Excalibur) and I think all the original launch servers down to new players for most of Saturday and all of Sunday while opening new servers in both Japan and NA/EU datacenters. Unfortunately, this locked out a lot of people, including all our "Cro*" friends and a few others (where are you Wutangwarrior!?). Hopefully they will be able to join in next weekend. Worst case... well, if you really want to play, in theory server-to-server transfers are coming 2-3 weeks after launch, though whether they'll allow transfers to Hyperion is questionable :(

For a good portion of us however, this weekend was pretty fun and productive! We got the linkshells established (AlphaPrime, Impact and CrossingTheRubicon -- the official FC linkshell) and thanks to Zurar's 1.0 leveled character, we got the CTR Free Company started too. I think most of us played too much this weekend. I definitely did, hitting about 60 hours played out of the 72 hours (well, 76 after the downtime and extension) over the weekend, taking only about 12 hours for sleep x.x

Final score was:
- GLA 4-20
- PGL 11-20
- CNJ 1-20
- MRD 6-18
- LNC 4-15
- ACN, ARC, THM 1-15

I had originally only intended to take GLA to 20, CNJ to 15 to help people with dungeons, and to unlock all jobs... then my OCD kicked in and I wanted to do all the quests in the cities to get rid of those icons... then finish all the hunt logs together with Zu... then the class quests... and before I knew it... >.> This game is badly addictive.

So here's the new (final) Ascy... at least until the barber shop is released!
And some eye candy! Though ask Zu about the effect a harness has on a Hyur female >.>
This time I actually *played* all class from 1-15+ instead of using the fast-forward from previous betas, so I got a decent impression on each class. The scary part is that I didn't find a class I didn't like and could easily see myself playing all of them in any situation. Compare this to other MMOs where I'd find things I just didn't enjoy... like in FFXI I couldn't stand BLM or MNK, or in SWTOR where I didn't like the Jedi Consular/Sith Inquisitor. Here are my fast impressions:

- Gladiator(GLA) -- A little underpowered on the damage and hate side of things compared to MRD. That shield size makes a big difference in damage mitigation. Tower shields just don't have a high enough block rate.
- Pugilist (PGL) -- Solid DD which has an emphasis on speed and movement. When playing PGL, you have to really move between the flank and rear of a mob to get full effect of your combos. Unfortunately, this means you can't be fully effective when solo. There also seems to be a lack of stun and ranged attack moves until high levels.
- Marauder (MRD) -- A little overpowered with the AoE damage, ability to absorb HP and high HP pool. Currently I still like playing MRD over GLA for tanking, especially thanks to the instant stun (though stunning has become less relevant with the addition of indicators for nearly every big boss move) and the ability to absorb HP with damage done (Bloodbath). Does a decent amount of damage too, matching regular DDs at this low level.
- Lancer (LNC) -- While LNC has some positional abilities, you can still do a solid amount of damage straight up against the mob. Add in an instant stun, ranged attack and this becomes a solid DD for any situation.
- Archer (ARC) -- Very fun job with lots of instant attack reaction abilities. Since it's a ranged job, position doesn't matter, and Shadowbind on a fast recast makes it possible, even easy to kite any melee mob around. My only disappointment is that the ARC limit break is the healing one and not the damage one.
- Conjurer (CNJ) -- Pretty boring class for soloing. Cure gives a lot of survivability for you to just nuke and outlast the mob. Surprisingly straightforward in a dungeon if you're focusing on healing. Can almost do it purely by watching the HP bars. At least with Aero you can easily toss on some DOTs on mobs, and in the beginner dungeons, you can get some nuking in.
- Thaumaturge (THM) -- I was surprised to like this class. I think the MP mechanic between Fire & Ice and switching modes made this a lot more interesting compared to BLM in FFXI. The no-recast Sleep, and heavy effect of Blizzard really makes it easy to handle large groups of mobs too
- Arcanist (ACN) -- Weird DOT focused job. In some ways, it can fill nearly all roles - some basic healing, using Carby as a tank, or a decent amount of damage. Need to use it properly though, putting all DOTs as possible on a mob and keeping the rotation up. Ruin just isn't a good direct damage spell. Big annoyance is when Carby goes running off by itself or pushing mobs around, screwing tanks/DDs up.
Yay, weapons!
When I was playing through each class quest, I thought it was pretty impressive how the level 15 quest really focused on teaching the player the specific roles and things you could do. They changed the class quests slightly between beta 3 & 4 and you pretty much have to play your class properly in order to win (at least if you do it at level 15).

For example, for ARC & THM, when faced with multiple mobs, you have to Shadowbind/Sleep them in order to not get overwhelmed. CNJ is given a group of NPCs to heal, ACN has to not only send Carby to tank, but also heal the NPCs around you. It's almost like teaching potential party roles. Of course, Guildheists do this as well with other players, but everyone knows that sometimes parties don't play properly in these.

What else... some nice changes between beta 3 & 4, including:
- Auto-sort is in the system! Though it's not what you think. Auto-sort in XIV puts items into different tabs for you. For example, crafting items automatically go into the 4th slot
- Voice acting is in the game for some cutscenes. Even better, you can change the language you listen to. What they say and the subtitles do not always match though, accounting for cultural differences. And now you can learn how to pronounce some names!
- The PS3 fullscreen menu is available on Windows now. However, I've gotten used to the mini-menu now xD
- You can share hotbars/crossbars between jobs/classes. This is nice so that I can keep the hotbar with all my signs around no matter what class I'm on. There's also supposedly an option to allow you to automatically change crossbars when you go between combat and passive mode, though I didn't play around with this yet.
- The opening movie added some more scenes, and voiceover too, so watch it again if you ignored it when you first started the beta!
- When you speak, your mouth moves as well. This applies not only to /say, but anytime you say something party or linkshell. Amusingly, your mouth still moves if you talk when dead xD

Anyway, here's what you really came for... the picture dump!
Woah! Naked Roegadyn! *_*
I really like the graphic effects!
Hi there Handsome Stranger! ^^
It's a bright blue Fuji!
It's a bird! It's a plane! It's an... airship?
Carbuncles... Carbuncles *everywhere* in Limsa x.x
Nice scenery coming into Gridania
Probably because they can't pronounce your name?
My wilder twin sister!
Hmmm... /ponder. Expressions are nice, though I don't think people can really pay attention to them in regular play
/stare
Again with the impressive, pretty special effects
Flying Handsome Stranger! *_*
I see a bookworm cat hiding in grass... (also, legacy mark on my back xD)
So flashy during crowded FATEs! No slowdown in the game though. TERA would have ground to a halt already!
This Lalafell is about to get high on pot (THM class quest xD)
Final selfie! (plus did you know that the level 5 body rewards from class quests have somewhat unique models?)
Turning in for the week! (And the last of us escaping the server shutdown!)
That's it for beta 4! See you all at early access!