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2.41 Patch NotesFollow

#1 Nov 18 2014 at 12:50 AM Rating: Excellent
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Patch 2.41 will introduce the first phase of the Echo to the Second Coil of Bahamut, as well as address several known issues.
Playable Content
Level 30 job quest requirements have been adjusted as follows:
Before:
Players must reach level 30 with the job’s associated class.
After:
Players must reach level 30 with the job’s associated class, and have completed the main scenario quest "Sylph-management."

The colors of the assorted fruit furnishing have been adjusted to better compliment other furnishings.

Battle System
The Second Coil of Bahamut has been adjusted as follows:
Players can now queue for the Binding Coil of Bahamut solo via the Duty Finder. Furthermore, players must now meet the following item level requirements:

Duty Prerequisite
Second Coil of Bahamut – Turn 1 Average item level 90
Second Coil of Bahamut – Turn 2 Average item level 95
Second Coil of Bahamut – Turn 3 Average item level 100
Second Coil of Bahamut – Turn 4 Average item level 105

Mechanics within the Second Coil of Bahamut have been adjusted as follows:

Second Coil of Bahamut – Turn 1
Damage dealt by the attack Blighted Bouquet has been reduced.
Damage dealt by the attack Sharp Sting used by dark matter hornets has been reduced.
Dark matter hornets will no longer continue to spawn after phase transitions, even when players are afflicted by the Honey-glazed status effect.
Damage dealt by the attack Acid Spray used by acidic honey has been reduced. Furthermore, players will no longer receive a damage vulnerability debuff.

Second Coil of Bahamut – Turn 2
The attack power and evasion of Renauld has been reduced.
The Stone Curse status effect inflicted by Cursed Voice and Cursed Shriek has been changed to Petrification, which now lasts only 10 seconds. Furthermore, petrified players will no longer be immediately incapacitated upon taking damage.
When afflicted with Cursed Voice or Cursed Shriek, Renauld will now be petrified for 60 seconds.
Damage dealt by the ground attack Discipline has been reduced.

Second Coil of Bahamut – Turn 3
The enhancing effect granted to the Avatar when multiple support modules are charged in unison has been reduced.
Damage received from the Languishing effect when operating the support modules has been reduced.
Damage dealt by the attack Landmine Auto-detonation has been reduced.

Players will now receive the power of the Echo
The Echo will take effect upon entering the Second Coil of Bahamut, increasing players’ maximum HP, damage dealt, and healing potency by 10%.
* Unlike other instances, the strength of the Echo will not increase in the event all party members are incapacitated.
* The strength of the Echo is scheduled to be increased at a later date based on player progression in the Second Coil of Bahamut.

* The adjustments listed above will not be applied to the Second Coil of Bahamut (Savage).

The icons of certain rogue and ninja actions have been adjusted to improve visibility.

Resolved Issues
The following issues have been addressed.
An issue wherein the FATEs "Ho Ho Ho" and "Say My Name" could not be completed under certain conditions.
An issue during the first boss battle in Snowcloak wherein the Frozen debuff would apply even when taking preventative measures during the action Snow Drift.
An issue in the dungeon The Sunken Temple of Qarn (Hard) wherein the stones required to solve the magicked trap would occasionally spawn in an inaccessible location.
An issue in the dungeon The Sunken Temple of Qarn (Hard) wherein a character under the effect of Mummification continued to suffer loss of action and movement control even after the Mummification status ended.
An issue in the raid dungeon The Final Coil of Bahamut - Turn 2 wherein the ADS could not be attacked under certain conditions.
An issue in the raid dungeon The Final Coil of Bahamut - Turn 3 wherein the action Whitefire did not deal damage under certain conditions.
An issue wherein certain ROG/NIN primal weapons could not be delivered for Expert Delivery missions.
* These items can now be sold as well.
An issue wherein the weapons and shield from The Binding Coil of Bahamut could not be delivered for Expert Delivery missions.
* These items can now be sold as well.
An issue wherein desynthesizing ROG/NIN weapons would yield materials that were not part of their recipe.
An issue wherein the item icon for Heart Snatchers did not match its actual appearance.
An issue wherein the item icon for Canopus Stilettos did not match their actual appearance.
An issue wherein the following item icons did not match their actual appearance:
Gridanian Stilettos / Lominsan Stilettos / Ul’dahn Stilettos
An issue wherein players could not repurchase Lunar Summer Tanga or Pristine Egg Cap from the Calamity Salvager NPCs, even if they met all the requirements for doing so.
An issue wherein free companies and linkshells were not automatically deleted when deleting characters in a specific order.
An issue wherein houses in residential district subdivisions would not appear under certain conditions.
An issue wherein the dungeon icon for Snowcloak was not appearing on the map.
An issue wherein the bonuses granted by the furnishing item Afternoon Tea Set were incorrect
#2 Nov 18 2014 at 12:57 AM Rating: Excellent
Wow, second coil should be much easier now.

I'm excited. My static has spent several nights beating our heads against Turn 7, and it has been getting kind of crazy. I've got the OT role down so far, but when single mistakes result in full wipes, it's just very hard to learn the fight.
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#3 Nov 18 2014 at 3:23 AM Rating: Good
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Finally I might actually be able to get SCOB done! :)
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#4 Nov 18 2014 at 7:41 AM Rating: Default
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Wow..SE went balls deep in nerfing second coil lol. They didn't even go that deep with First Coil. I do love all the "You have Savage Coil" people on the official forums though lol. Most have already cleared Savage Coil, no point in doing it now that the lockout is over.

Needless to say, SCoB is gonna be a cesspool for a few weeks,....well actually, people still can barely scrape by T5 even with 25% Echo and 110-120 Ilvl so eh. Least it makes life easier on Raffelsia (the SCoB roadblock for many.)

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#5 Nov 18 2014 at 8:31 AM Rating: Excellent
Turn 7 is way worse than T6, IMO.
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Thayos Redblade
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#6 Nov 18 2014 at 8:41 AM Rating: Excellent
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Thayos wrote:
Wow, second coil should be much easier now.

I'm excited. My static has spent several nights beating our heads against Turn 7, and it has been getting kind of crazy. I've got the OT role down so far, but when single mistakes result in full wipes, it's just very hard to learn the fight.


Yep, turn 7 got a serious nerf. Glad they kept t9 in tact, the 10% echo is just about what most groups would need to push phases I believe.
#7 Nov 18 2014 at 8:46 AM Rating: Excellent
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Theonehio wrote:
Wow..SE went balls deep in nerfing second coil lol. They didn't even go that deep with First Coil. I do love all the "You have Savage Coil" people on the official forums though lol. Most have already cleared Savage Coil, no point in doing it now that the lockout is over.

Needless to say, SCoB is gonna be a cesspool for a few weeks,....well actually, people still can barely scrape by T5 even with 25% Echo and 110-120 Ilvl so eh. Least it makes life easier on Raffelsia (the SCoB roadblock for many.)



People still can't manage to line up for those divebombs and manage the snakes, at least in my experience.
#8 Nov 18 2014 at 8:49 AM Rating: Default
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Thayos wrote:
Turn 7 is way worse than T6, IMO.


It is, T6 stops most because they have no idea how to comprehend:

Get Honeycomb Icon On head
Run through boss when icon vanishes and party stays or moves to the side (various ways to do this) (or) party to the left, OT to the right, icon > run to OT side, OT runs to tank spot, icon run through. (So many ways to do this...)
Profit.

It's literally the easiest mechanic.



Edited, Nov 18th 2014 6:49am by Theonehio
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#9 Nov 18 2014 at 9:02 AM Rating: Excellent
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Theonehio wrote:
Thayos wrote:
Turn 7 is way worse than T6, IMO.


It is, T6 stops most because they have no idea how to comprehend:

Get Honeycomb Icon On head
Run through boss when icon vanishes and party stays or moves to the side (various ways to do this) (or) party to the left, OT to the right, icon > run to OT side, OT runs to tank spot, icon run through. (So many ways to do this...)
Profit.

It's literally the easiest mechanic.

Edited, Nov 18th 2014 6:49am by Theonehio


When I see the sun on me, I move in close to Raf and stop what I'm doing and stay still. The party needs to organize around me and they can't do that if I'm moving. The split second that the sun disappears, I run straight through Raf to the other side with the party. Sometimes if I'm fast enough I don't even get hit by stun. This way no one gets eaten.

Other roadblocks to T6 are:
1. People not focus targeting Raf so when they switch over to kill the hornets they die from bouquet because they are moving.
2. People not DPSing the bulb asap when it pops in the middle.
3. People not stacking properly for acid rain.
4. Teams not marking the slug that gets fed all the slimes at 50% and subsequently lb'ed (or OT not gathering everything properly if on burn method)

Lately, all my fails in pugs have been to #4 above using burn method. Healers just can't seem to keep up. I don't know what it is about that strategy during that phase that gives the healers and tanks so much trouble.
#10 Nov 18 2014 at 9:40 AM Rating: Excellent
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Valkayree wrote:
4. Teams not marking the slug that gets fed all the slimes at 50% and subsequently lb'ed (or OT not gathering everything properly if on burn method)

Lately, all my fails in pugs have been to #4 above using burn method. Healers just can't seem to keep up. I don't know what it is about that strategy during that phase that gives the healers and tanks so much trouble.


Marking isn't needed.

The enmity list is alphabetical on everyone's end and in raids it pops up on everyone's end when an add spawns anyway. Just have everyone target the Slug highest on the list and you'll never run into that issue.

Edited, Nov 18th 2014 10:41am by Viertel
#11 Nov 19 2014 at 11:51 AM Rating: Good
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Viertel wrote:
Valkayree wrote:
4. Teams not marking the slug that gets fed all the slimes at 50% and subsequently lb'ed (or OT not gathering everything properly if on burn method)

Lately, all my fails in pugs have been to #4 above using burn method. Healers just can't seem to keep up. I don't know what it is about that strategy during that phase that gives the healers and tanks so much trouble.


Marking isn't needed.

The enmity list is alphabetical on everyone's end and in raids it pops up on everyone's end when an add spawns anyway. Just have everyone target the Slug highest on the list and you'll never run into that issue.

Edited, Nov 18th 2014 10:41am by Viertel


I guess that's one way of doing it, especially in a static... However, some pug groups I've been in need a giant shiny red button to get them to do anything directed.
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