1826: Nael Deus the Darnus Things

Sunday night is raid night!

Sunday nights are rapidly becoming a highlight of my gaming week. It’s the first time I’ve had a dedicated static raiding group to play an MMO with, and Final Fantasy XIV’s raids are one hell of a lot of fun if you’re with the right people — people who know their stuff, but who aren’t above having a bit of fun with the experience.

For those who are less up on the MMO lingo, a “raid” is differentiated from regular dungeons and other, more casual-friendly multiplayer content by virtue of its difficulty, which primarily comes from the need to be organised, communicate and take responsibility for the things you’re supposed to be responsible for. There’s little room to be “carried” in raids, particularly if you’re playing content that’s on the (relative) bleeding edge, though if you’re playing older stuff that people have since outgeared (and, in Final Fantasy XIV’s case, the raid itself has also been made easier over time, too) there’s a certain amount of margin for error.

Tonight our regular group tackled the final two Turns in the Second Coil of Bahamut, the second of three hardcore raids that are currently in Final Fantasy XIV. These raids are multi-part challenges that task eight players with working together coherently, and get consistently more challenging as you go through. The final Turn in each Coil is the most difficult by far, taking in very complicated mechanics and demanding that everyone is playing at absolute peak potential. A big stumbling block for a lot of players is Turn 5, the last Turn in the first Binding Coil of Bahamut, in which you take on the very angry dragon Twintania, but we successfully cleared that a while back without too much difficulty. The Second Coil of Bahamut is significantly more difficult throughout for the most part, but we’ve gradually worked our way through each Turn in… well, turn, and now we’ve arrived at the next big wall to scale: Turn 9 (also known as The Second Coil of Bahamut, Turn 4).

Turn 9 is the most complicated fight I’ve attempted in Final Fantasy XIV to date. It’s an incredibly daunting prospect, but it’s a good example of what raiding is all about. It’s not a fight you can just jump into and hope for the best; it’s a fight where you need to know what you’re doing, what you’re responsible for and how to deal with the various situations the encounter presents you with.

Turn 9 is so complicated because, like most fights in the game, it unfolds over the course of several discrete “phases”, but unlike many other fights in the game, each phase is completely different from the previous and would be mechanically complex enough to be a single conventional encounter in its own right. Tonight, we spent nearly an hour attempting it, and we managed to just about get our heads around the first phase after a bit of practice and a lot of initial bewilderment. There’s a hell of a lot going on, and it’s initially very difficult to work out what you might be doing wrong when everyone suddenly dies at a moment’s notice. As you try again and again, though, you start to notice things; you start to recognise patterns in the boss’s attacks, you start to be able to predict what’s coming next and you figure out the best way for you to successfully handle your own responsibilities, until eventually you reach a stage where you can effectively run it on autopilot.

This is the way to handle Turn 9. Because it’s so long and daunting, it’s not an encounter you can just give people a simple explanation of and plough through without any difficulty. Rather, it takes time to learn each phase and to perfect the way your own unique group composition handles it. Getting things right is exciting and enjoyable, and successfully reaching a milestone in the fight — like the changeover between phases — is cause for celebration.

This evening, we successfully cleared the first phase, which involves everything from trying not to get meteors dropped on your head while ensuring that they are dropped in helpful positions for later to getting zapped with a rather unpleasant Thermionic Beam. Oh, and the main tank (which, for part of our run, was me) keeps exploding throughout the fight, too, which is nice for them. It’s tense, and a lot of pressure on everyone, but it’s a huge amount of fun to challenge with people you’ve come to know, enjoy the company of and trust.

I’m really looking forward to our next attempt, when we’ll hopefully be able to survive for more than ten seconds when a bunch of nasty golems appear and try to kill us!

1715: Twintania Downed, Again (and Again)

This evening it was my great pleasure to be a part of the inaugural Giant Bomb/Loose Cannons (aka GBomb/LoCo) raid party in Final Fantasy XIV — what I hope will be the first of many joint adventures that take place on a UK timezone-friendly schedule.

Since a couple of members of LoCo hadn’t yet cleared The Binding Coil of Bahamut, Turn 5 — something of a “benchmark” for how well groups work together — we had decided that, come hell or high water, we were going to get a group of some description together and attempt it.

We’d tried this once before, filling out the extra spots in the party using Final Fantasy XIV’s matchmaking Duty Finder system, but the downside of this is that you never know who you’re going to get — even in challenging content like Turn 5, there’s always a possibility you’ll get someone who is just looking for a quick and easy clear with no fuss, and who might not have patience to deal with people who are hoping to learn the fight and practice it. Indeed, this happened to us; the first time we got to

[Editor’s note: At this point, Pete was called away for another hasty attempt at Turn 5, this time with Andie in tow. It was a successful attempt, as was, I’m sure you’ve already guessed, the one about to be discussed.]

Ahem. Sorry. Anyway. As I was saying, the first time we got to try it together, we were lumbered with one of these people, who got all huffy when someone got hit by Twintania’s notorious “divebomb” mechanic — one of the more difficult attacks in the game to dodge and otherwise deal with. Eventually, when Huffy McHuffypants left in a huff, we had to abandon our attempt as, since Turn 5 is fairly old content now, it can sometimes be difficult to get people in there unless you pre-form a group before you start.

But anyway. Tonight we assembled a crack team of GBomb and LoCo types, including a couple who had never cleared it before and a few — including me — who had. Then we jumped in.

Our first attempt went reasonably well. Twintania’s companions, the three Scourges of Meracydia, all fell to our onslaught pretty quickly, and we handled Twintania’s barrage of fireballs and conflagrations without breaking a sweat, since we were all, by now, pretty familiar with how this part of the fight worked. When Twintania swept off into the inky blackness high above the right hand of Bahamut, we dove into the nearby ditch between the fallen god’s fingertips and waited for the angry dragon to show her face again.

Dive, and dodge; dive, and dodge; dive, and dodge; the first set of Divebombs passed without incident, and Twintania’s snake-like guardians Hygieia and Asclepius showed up. We dealt some damage to the two Hygieia and then focused our attention on Asclepius again; then it was time for another set of Divebombs.

Dive, and dodge; dive, and dodge; dive, and dodge; the second set passed without worry, and one of our two paladins dragged the annoyed Asclepius and Hygieia across the right hand of Bahamut to join their two companions that had just showed up.

I used the party’s collected energy to unleash my Limit Break, calling down a shower of meteors onto the heads of the snakes, killing two of them outright and seriously wounding the rest of them. As the Hygieia died, they increased Asclepius’ vulnerability bit by bit, until we were all eventually dealing about twice the normal damage we usually did. It wasn’t long before Asclepius fell to that onslaught, at which point we dove into one of Twintania’s dropped Neurolinks, the collars that the ancient Allagans had used to control her, and which had gradually been falling from her neck one by one as the fight progressed.

At this point, things fell apart somewhat. Twintania summoned her deadly Dreadknights, and it wasn’t long before they ripped through several of our number; the rest fell to her powerful Twisters attack. But not to be deterred, we picked ourselves up and tried again.

Once again, the Scourges fell, and we set to work on Twintania. The fireballs and conflagrations proved little challenge for us, and we deftly avoided the first set of Divebombs. We got a little too enthusiastic on the Hygieia this time around, however; one died before we got out of the ditch and the other was nearly shuffling off the mortal coil as we pulled them together for another Starstorm summoned by my command over black magic.

This time, the furious Twintania didn’t faze us. While our lead paladin kept the attention of the giant dragon, the other made sure the Dreadknights didn’t reach their destination, battering them repeatedly with their shield while I pelted them with freezing ice, which slowed their movements when they weren’t stunned. A Dreadknight would fall, then we would move as one to sidestep Twintania’s next Twisters; then another Dreadknight would fall, and we’d once again hop neatly out of the way of Twisters.

Finally, the weakening Twintania resorted to the same attacks her Scourges had used on us at the start of the fight; spitting huge gobs of flaming matter all over the battlefield, creating a Liquid Hell. We’d run to avoid these, but by this point our victory was all but assured; sure enough, not long after that, the beast fell to our relentless assault, and we were triumphant.

I love this fight. It’s no longer the most difficult thing in the game, but it’s a demanding battle that ensures everyone involved is on their toes and sets expectations appropriately high for the Second Coil of Bahamut (and the Third Coil of Bahamut, which is coming soon). It also bodes well for the group of us who are planning to tackle some of this content on a regular basis; clearing Turn 5 on a second attempt is good going by anyone’s standards, and we repeated the situation almost exactly when a few hours later Andie wanted to give it a go with us, too. We seemingly work well as a team — even without using voice chat to coordinate what we were doing — and our own individual skill levels were apparently well up to the challenge Twintania offered.

So what’s next? That remains to be seen; all being well, we’ll be giving the first Turn of Second Coil a go this week. I’ve tried this battle once before and it appears to be somewhat demanding in the same way as Turn 5 is; you need to pay close attention to what is going on, and react quickly and calmly to the things that are happening around you. One mistake can leave you lying dead on the floor at a moment’s notice — and potentially kill off the entire party. I have faith that we can rise to this challenge, though, and I’m looking forward to giving it a shot.