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Help me understand CoilFollow

#1 Oct 07 2013 at 6:44 PM Rating: Decent
I'm a lvl 50 WHM got relic and full DL gear
I want to try coil but my FC already does it with 8 people so I guess they can't help me out
I get there is 5 turns
5 I guess is impossible to do or extremely difficult.
So how would I set up a party for Coil?
Do I just shout and hopefully someone hears my call? Do we all have to be on at the exact same time?
Since everyone does it at night and never morning I can never probably do Coil.
So explain some stuff to me please and thank you
#2 Oct 07 2013 at 7:37 PM Rating: Good
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The best way to get a group for this is to find 7 other people you can meet at specific times and make a static.

The first turn isnt that hard but 2 gets hard and 3+ gets insane. Your not beating the whole coil in a PuG thats for sure. The first floor can be but the rest i wouldnt. (Im at turn 3)

Ideally you want 8 people with relics and at least full darklight. The first turn is made for a party with that level of gear with the higher the turn, the higher the gear and skill requirement. Better skilled players can make up for some lack of gear, but the higher turns are really unforgiving.

In case anyone is wondering how runs work, you start on turn 1. You cant go back to a previous turn until the monday reset. This means you can only go forward. You can however take people on lower turns to higher turns.

Good luck.

Edited, Oct 7th 2013 9:38pm by Keysofgaruda
#3 Oct 08 2013 at 1:07 AM Rating: Decent
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Pretty much what keys said.

Turn 1's the gear check and it's where your group will probably wipe a bit until they get their stride and synergy worked out. You can mess up a little and still recover but the margin's slim.

Turn 2's where your execution needs to be close to flawless. It's also where you start to notice... quirks.... in bosses (i.e. Turn 2's final fight randomly 'storing up' attacks during a casted ability and then unleashing them all at once at the tank).

From there on out it only gets rougher, but if the group's solid, communication is solid, and you're willing to push it's really rewarding.
#4 Oct 08 2013 at 1:07 AM Rating: Excellent
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#5 Oct 08 2013 at 6:31 PM Rating: Good
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following is our static set up;
pld, ,war, whm, sch, mnk, smn & 2brd

The main DPS is our smn & mnk, brd is for support (kite slime & silence duty)

Turn 1
ADS - this is a joke compare to Turn 2 ADS
Caduceus - kite slime

Turn 2
ADS - 2brd on silence duty, Allagan Rot rotation for whm, sch, smn & brds
hav fun killing e 3 nodes again when wipe

Turn 3
trash mob, at some part can juz run pass e mob

Turn 4
freaking crazy!
DPS need to plan their cooldown rotation if not TP will use up very fast before phase 4
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