Another Sunday and another MINE attempt on Phoenix. As I has said last week we had gotten him down to 5% and thought we would get the clear tonight, and sure enough we did.
It took about 2 hours to do it, we had to work the weekly rust off. LOL We also had to get dialed in again on the swapping of the debuffs and Aoe's. That last part was rough though with sooo much going on with the creature tethers, the raid wide Aoe's , and those damn flames. If people messed up, that damage REALLY hurt on MINE level. But eventually we got dialed in and managed to get the clear. And once again, I did NOT die on the clear run, yay! ;p
Oh, if you have never done Coils, The end of T12 has a fantastic cut scene showing how Bahamut was defeated. In fact the story is pretty good and fleshes out the twins more.
So now we come to the end of the whole thing; T13, Bahamut himself. It is a fight that is damn hard and even MORE so on MINE level. To beat this one MINE level is considered to be pretty prestigious among serious FF14 players. It also it the cause of many statics to fail and break up. Will I be able to do it? We will see.
We only saw the first bits of him tonight. Megaflare, Flatten, flamebreath and Earthshaker.
Megaflare is a 3 part thing.
1) a random number of people in your party get tagged by Megaflare initial damage. This is an AOE.
2) Those not hit by the initial AoE become “Friends“. Friends are marked by a ring around them.
3) 3 random people get a large circular ground effect under them. This explodes after some time – GTFO (don't put many these in the melee/stack zones)
4) ALL FRIENDS MUST UNITE (stack on top of each other), or else bad things happen. IE, Death.
This all happens VERY quickly, so you gotta be positioned and ready to do your thing.
After this there is Flatten. Flatten is the early T13 tank buster. It deals HEAVY damage. Tank must mitigate this, to be safe. Healers must always shield this. To make matters worse, flatten is always followed by FOUR FLAME BREATH in phase 1. As you can imagine, this HURTS, a LOT! Heal those poor tanks or they WILL die to either of these things. In fact flame breath happens all throughout the fight making both tanks and healers lives miserable!
Then comes earth shakers. Targets 2 people who go to opposite sides to avoid hitting people and to get healed by the assigned space healer. Healers need to make sure they are healed up since the afflicted person gets hit three times, so keep healing till it's over or person WILL die.
At 75% Gigaflare is cast. This WILL wipe the party if they are not healed up and even then it will wipe them if your scholar has not put a ton of crap on you before hand.
This is about how far we got before the night ended. This fight looks to be real hell and quite stressful. So much is going on and I am told it only gets worse in the later stages.
But hey, I got through T9 and some say that is worse than T13, so we'll see how long this takes to clear.
That soundtrack tho. *chef's kiss*
I am always a bit appalled to think that such a good (and critical, to be honest) bit of the story is locked behind content that is neither on a roulette or all that accessible for people that appreciate lore but can't sink a lot of time in progging synced fights. Running the fights unsynced is really anti-climactic, maybe one day I find myself with enough time to re-run them the way they were meant to be done.
One of my goals before I quit this game for good is clearing T13 at least synced. I had to stop playing when my ARR static was working on it so I never was able to clear it back then.
Also the music transition when Bahamut starts casting Teraflare is my favorite music transition in the game.
I honestly did not know it was there until I saw it. I bet many people don't know it exists. And as you say, it's locked behind old content, which synced is very hard to do. Luckily people can cheese it to get it done, but it must have sucked in the old days having to put up with it to see the story.
Oh course since I did them MINE, I don't know how hard they are just synced with echo. I am sure they are still a bitch to do though, even with the % crutch.
Hiding story content behind raiding is the main reason they started to do normal raids. Everyone who didn't raid got mad that there was story locked behind content they couldn't/didn't want to do.
The coils raids are interesting to experience because it is where many of the mechanics used today originated, so you can see the origins of them. It also uses the old school mentality of early ff14 fights where there are no telegraphs of actions and you have to rely on visual queues from the boss.
But since it is 'old' content, people dismiss it and don't care to try and experience it. Of course it also does not help that some of the fights are very, very hard to do properly synced.