A | B | C | D | |
---|---|---|---|---|
1 | Contents | |||
2 | Link to this doc | Click for latest version | ||
3 | ||||
4 | ARR: A Realm Reborn content | |||
5 | HW: Heavensward content | |||
6 | SB: Stormblood content | |||
7 | ShB: Shadowbringers content | |||
8 | EW: Endwalker content | |||
9 | DT: Dawntrail content | |||
10 | Duty Roulette | |||
11 | EW: Leveling | * all Endwalker dungeons in Duty Roulette: Leveling | Leveling | |
12 | EW: Trials | * all Endwalker normal Trials | ||
13 | EW: Pandamonium | * Pandamonium Normal/Story mode | ||
14 | EW: Myths of the Realm | * Endwalker 24-man Alliance Raid: Aglaia, Euphrosyne, Thaleia | ||
15 | EW: EX Trials | Note: I did not play EX trials in EW as I no longer have the time. | ||
16 | ARR: Leveling | * all dungeons in Duty Roulette: Leveling, including the <50 StoryMode Primal Trials | Leveling | |
17 | HW: Leveling | * all Heavensward dungeons in Duty Roulette: Leveling | ||
18 | SB: Leveling | * all dungeons from Stormblood in Duty Roulette: Leveling | ||
19 | ShB: Leveling | * all dungeons from Shadowbringers in Duty Roulette: Leveling | ||
20 | ARR: Main Story | * Castrum Meridianum and Praetorium, the 2 4-man dungeons at the end of the ARR 2.0 story | Main Story | |
21 | ARR: Trials | * all Lv 50+ Trials (e.g., Chimera, Thornmarch, Ultima) * includes HM Primals * includes Ultima and Odin, with a note that not in Roulette | Trials | |
22 | HW: Trials | * 8-man trials from Heavensward | ||
23 | SB: Trials | * 8-man trials from Stormblood | ||
24 | ShB: Trials | * 8-man Trials from Shadowbringers | ||
25 | ARR: Level 50 | * all dungeons in Duty Roulette: Level 50 & 60 & 70 & 80 | Level 50/60/70/80 | |
26 | HW: Level 60 | |||
27 | SB: Level 70 | |||
28 | ShB: Level 80 | |||
29 | HW: Alexander | * Alexander Normal/Story mode | Normal Raid | |
30 | SB: Omega | * Omega Normal/Story mode | ||
31 | ShB: Eden | * Eden Normal/Story mode | ||
32 | ARR: CT | * ARR 24-man Raids: Labyrinth, Syrcus Tower, World of Darkness | Alliance Raid | |
33 | HW: Mhach | * HW 24-man raids: Void Ark, Weeping City of Mhach, Dun Scaith | ||
34 | SB: Ivalice | * SB 24-man raids: Rabanstre, Ridorana, and Orbonne | ||
35 | ShB: YoRHa | * ShB 24-man raids: Copied Factory, Puppets' Bunker, Tower at Paradigm's Breach | ||
36 | ARR: EX Trials | * Extreme Mode Primals from ARR | Mentor | |
37 | HW: EX Trials | * Extreme Mode Primals from HW | ||
38 | SB: EX Trials | * Extreme Mode Primals from SB | ||
39 | ShB: EX Trials | * some Extreme Mode Trials from Shadowbringers. I stopped doing them after a while. | ||
40 | ARR: Binding Coil of Bahamut | * Binding Coil of Bahamut, Turns 1-13 | none | |
41 | ||||
42 | Duty Roulette: Mentor | Includes everything in all other Duty Roulettes, all 24-man raids, all Guildhests, all non-current Extreme primals, Ultima & Odin, and Normal Raids. | ||
43 | Visual Guides to Dungeons | https://www.youtube.com/channel/UC5BtIO_vMNvds5sgE-JI6KA | Succinct, as-spoiler-free-as-possible video guides. This is where I get most of the information in this spreadsheet. | |
44 | Fast Video Guide to SB dungeons | https://www.youtube.com/watch?v=YCMkHGMlCuo | These are fun, plus I love her accent | |
45 | What is this thing? | https://docs.google.com/presentation/d/1uchpmVNXEsDbi5PnDEq95ihAv9XHj3t4IcEQGu9H7dg/edit#slide=id.p | Guide to Visual Markers in the game | |
46 | What is this thing? (again) | https://imgur.com/a/c9oxF1d | Another guide to Visual Markers | |
47 | Questions/Comments/ Corrections? | email me at bjjgrrl@gmail.com Please include a subject identifying that you're talking about this spreadsheet! | me: Alatyr Zherja (Faerie) | |
48 | (I do know that "hat" sometimes shows up as "head" to hilarious results (chat = chead)). I fix it, and it reappears later. I dunno what's up with that.) | |||
49 | Updates? | Should be up-to-date on new content. Old content that was reworked for Duty Support is still not done. (Might not be? Because you can run it with NPCs.) | ||
50 | Thanks | Thanks to Sarsna Branford of Coeurl for the Search queries on the ToC and Index pages! | ||
51 |
A | B | C | D | E | F | G | H | I | ||
---|---|---|---|---|---|---|---|---|---|---|
1 | DT Dungeons | Duty Roulette: Leveling | ||||||||
2 | Duty Support? | Lv | general | First Boss | general | Second Boss | general | Third Boss | ||
3 | [I'm still here. It's coming...] | |||||||||
4 | ||||||||||
5 | ||||||||||
6 | ||||||||||
7 | ||||||||||
8 | ||||||||||
9 | ||||||||||
10 | ||||||||||
11 | ||||||||||
12 |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | DT Trials | These are also in the Trials Roulette | ||||
2 | notes | Phase 1 | Phase 2 -- "Nails" Phase | Phase 3 | ||
3 | ||||||
4 | ||||||
5 | ||||||
6 | ||||||
7 | ||||||
8 | ||||||
9 | ||||||
10 | ||||||
11 | ||||||
12 | ||||||
13 | ||||||
14 | ||||||
15 | ||||||
16 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | DT Dungeons | Duty Roulette: Expert | |||||||||||
2 | notes | general | First Boss | general | Second Boss | general | Third Boss | ||||||
3 | Alexandria | Trusts | * lots of AoEs | * boss is stationary (assume behind boss is N) * Immune Response -- frontal cone to South * Immune Response with tentacles -- opposite * Foreign Entity Removal -- clockwise or counter -- markers show incoming attack (donut or cross) -- follow quickly; adjust for Immune Response -- next: Immune Response going off during * Quarantine -- tankbuster and separate stack | * big AoEs | * Electrowave -- raidwide * Disassembly -- makes a triangle -- move away * Centralized Current -- line through middle * Split Current -- hits sides (middle safe) * Disassembly + a Current * Static Spark -- spread * Amalgamite -- tankbuster * Disassembly + wall lines + ground AoEs * Superbold -- stack * Ternary Charge -- circle AoEs; dodge back in | * Disruption -- raidwide * Partition -- sword glow -- that half gets hits * Reconfigured Partition -- sword to other side + hit * Subroutine -- add on side = line attack + Partition * Subroutine -- add over platform = get inside + Partition -- Electray -- spread circles * Overexposure -- line-up marker * Subroutine -- Generators -- kill them; avoid add stuff * Hollow Arc -- ultimate * Subroutine -- knockback + line AoEs * Elimination -- AoE damage + lines (explode in order -- WIDE) | ||||||
4 | |||||||||||||
5 | Tender Valley | no Trusts | * lots of AoEs | * Barbed Bellow -- raidwide * Heavyweight Needles -- many cone attacks -- extra "boop" to make each bigger -- get in big gap * Tender Drop -- AoE circles (flowers = bigger) -- knockback -- aim for cactus without flowers * Succulent Stomp -- stack * Prickly Right/Left -- half-room cleave + boop -- get to immediate left/right of boss * Tender Fury -- tankbuster * Tender Drop + Heavyweight Needles | * normal | * Anthrabomb -- bombs on ground -- circles * Anthhrabombs into holes -- -- square holes = line attacks -- circle holes = circle attack * Carbonaceous Combustion -- raidwide * Carniflagration -- lots of bombs + markers * Burning Coals -- stack * Chimney Smack -- tankbuster | * final trash -- avoid attacks by hiding behind walls | * Dubious Tulidisaster -- raidwide * Bouncy Council -- adds -- rock back and forth -- line attack in front of them -- circle around -- AoE circle around * Screes of Fury -- tankbuster * Greatest Labyrinth -- slide to find the circle * Moist Summoning -- giant slime add -- targets a player x3 -- stack to share damage, then move out of puddle for next -- knockback -- avoid puddles * Great Torrent -- Shiva circles -- dodge into the first one -- markers | |||||
6 | |||||||||||||
7 | Strayborough Deadwalk | no Trusts | * Big AoEs | * Malicious Mist -- raidwide * Falling Nightmare -- adds above players; fall down -- move as soon as they appear * Team Spirit/Spirited Charged -- adds run across -- Evil Scheme -- traveling circle AoEs -- Looming Nightmare -- AoEs that follow players -- Scream -- big cones around boss | * watch for attacks from outside the path! | * Troubling Teacups -- teacups + ghosts -- avoid possessed teacup -- must watch it... -- (at least follow 1 teacup and avoid 1 blast) * Toiling Teapots -- avoid overflow * Last Drop -- tankbuster * Sordid Steam -- raidwide | * not the dolls! Avoid Gaze. Lots of healing. | * Bitter Regret -- line attack -- center or sides -- avoid glow * Poltergeist -- walls divide room (avoid the hit) -- Memorial March -- ghosts tethers -- stretch until purple -- become a ghost with the tile to pass through walls * Ghostduster -- markers -- kills ghosts -- be "alive" (else dead) * Malicious Mist -- raidwide + bleed * Malicious March -- adds on edge -- avoid attacks (in order) -- + Bitter Regret * Fleshbuster -- kills "alive" -- turn into a ghost to avoid * Ghostcrusher -- line stack marker | |||||
8 |
A | B | C | D | E | F | G | H | I | ||
---|---|---|---|---|---|---|---|---|---|---|
1 | EW Dungeons | Duty Roulette: Leveling | ||||||||
2 | Duty Support? | Lv | general | First Boss | general | Second Boss | general | Third Boss | ||
3 | Tower of Zot | Yes | 81 | * big adds hit big | * Bio — tankbuster + debuff (Esuna) * Blizz III -- starburst (pizza) AoE * Fire III -- donut AoE; safe at boss * Thunder III -- traveling AoE circles * Bio III -- half-room cleave from boss * "Transmute" -- marker on platform -- boss will cast next spell on marker -- boss still casting her own spells! -- Transmute x2 0.0 | * lots o' trash * use those cooldowns | * Isitva -- tankbuster * Prapti -- targets each player with line AoE * Berserk -- exploding orbs; avoid * Prakamya -- point-blank AoE at boss * Stop -- freeze in place; can't avoid incoming Prapti (spread to avoid overlapping) * Confuse -- look for non-dancing add; hide behind | * heavy-hitters; use those cooldowns | * Kill Cindy first (will rez the others, as usual) * Delta attack: -- 1st -- dodge away from proximity marker; dodge the rest -- 2nd -- stack with stack marker; dodge the rest -- 3rd -- move into safe donuts; don't stack; dodge the rest -- repeat until Cindy is dead * crazy town is done; focus them down | |
4 | ||||||||||
5 | Tower of (Spoiler) | Yes | 83 | * I'm tired of all these adds on this here train! | * Ground & Pound -- faces random player; line AoE in that direction. Move. * Dynamic Pound -- -- line down middle; marked with +/- -- markers on players; relative to line (opposites attract) * Dynamic Scrapline -- -- pointblank AoE marked with +/- -- markers on players; relative to AoE * Thundercall -- avoid the orbs | * I'm tired of all these adds on this here elevator | * Floor tiles -- -- Green -- players into toads -- Purple -- shrink players * Downpour -- 8 stacks = death. Stand in green * Big bombs -- explode in cross shapes; find safe spot * Magitek Chakram -- stand in purple | * I'm just tired of all these adds :-/ | * Lunar Nails + Phantom Pain -- nails tether and enclose areas. Enclosed explodes! * Mega-Graviton -- move away until tether turns orange * Boundless Pain -- pulls all players to center; blasting AoE in center; grows -- move out! * Obliviating Claw -- 2 sets on edges; stand in the gaps * Obliviating Claw 2 -- marks random players; chases players; RUN * repeats until down | |
6 | ||||||||||
7 | Vanaspati | Yes | 85 | * friends? Oh, not friends. | * Mouth Off -- stand on closed mouth ("..." quote) * Last Gasp -- tankbuster * What is Right/Left? -- boss hits the named side (+ Mouth Off) * Lost Hope -- misdirection arrow (+ Mouth Off) | * friends? Nope, still not friends. | * Unholy Water -- -- orbs give fire resist -- stand in them to live against fire -- avoid until needed * Aether Siphon (Water) -- knockback (avoid orbs) * Total Wreck -- tankbuster * Aether Siphone (Fire) -- now use orbs | * bonus adds | * Aetherial Disruption -- red and white (blue) floor -- move OPPOSITE from indicator color around you (red is circle; white is triangle) * Gnashing of Teeth -- tankbuster * Aetherial Disruption -- now with knockback * Crumbling Sky 2 -- boss on edge with comets -- comets are 3 lines out of the 4 on the platform; line up in gap -- also ground AoEs to avoid | |
8 | ||||||||||
9 | Ktisis Hyperboreia | Yes | 87 | * DO IT WITH STORY TRUSTS * AoEs spawn more mobs | * Skulldasher -- tankbuster * Frostbite & Seek -- follow the footprints * Icicall -- icicles around platform * Frigid Stomp -- group-wide AoE, plus all icicles shoot line attacks * Heavy Smash -- stack up; during icicles | * burn it down | * Scratch -- tankbuster * Inhale -- glowing head will shoot big cone -- second Inhale -- two heads glow! In order! * Pyric Spheres -- cross-shaped explosion | * burn it down | * Hermetica -- tiles on edges; will blast straight across * True Tornado -- tankbuster * Meteor -- proximity markers; move away -- find the uncracked meteor -- use it to shelter from Double Hermetica (first one, then the other) * Double True Aero -- spread first lines, then avoid second lines * True Bravery -- INTERRUPT * Quadruple Hermetica -- 4 sets; in the order they spawn * Double True Aero II -- circle attacks on players, then cicles on ground * Double True Tornado -- tankbuster, then circle on ground (move) | |
10 | ||||||||||
11 | The Aitiascrope | Yes | 89 | * Purple orbs spawn more trash * Yellow orbs shield you; wait for shield | * Bite -- tankbuster * Climb -- -- 2 tendrils glow -- avoid those sides: conal AoE * Shot -- line AoEs -- they go back!! * Odi et Amo -- ground AoEs + stack * Disparagement -- frontal cleave toward random player | * Purple orbs spawn more trash * Yellow orbs shield you; wait for shield | * Spark -- line attack at random player * Vexillatio -- -- east & west sides raise -- watch which crystals are destroyed first & hide there * Anvil of Tartarus -- tankbuster * Shrapnel Shell -- -- circle AoEs that move -- once stopped, LOTS of circle AoEs pop * next Vexillatio -- Shrapnel Shells cover 1 safe spot, so use the other | * Purple orbs spawn more trash * Yellow orbs shield you; wait for shield | * Dark Forte -- tankbuster * Thundaga -- -- proximity-based from center; move to edges -- room divided into pie slices. Floor lightning moves from middle to edges. Find a "slow" slice; let lightning pass in a "fast" slice & explode at edge; then move out of "slow" slice. * Strophe -- circle on ground; will float (Antistrophe) and blast through center of circle (front AND back) * Right/Left Firaga -- that side of platform (from boss) explodes; move to YOUR named side (e.g., Right Firaga, move to YOUR right [boss left]) * Curtain Call -- avoid circles; hide behind convenient pillar (Thank you!) * Strophe -- 2 circles; find safe spot | |
12 |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | EW Trials | These are also in the Trials Roulette | ||||
2 | notes | Phase 1 | Phase 2 -- "Nails" Phase | Phase 3 | ||
3 | The Dark Inside | * Kokytos (first move) -- reduces everyone to 1 HP. Heal it up! * blue portals -- CONE (have a triangle inside them) * red portals -- half the arena (have a square inside); stand opposite * Behemoths -- large circle AoE; find the safe corner * Snakes -- line AoE; find the safe zones * multiple stack markers -- Ahk Morn style; stay until finishes * above mechanics now start to overlap | * ARROWS -- arena will rotate in the direction pointing, not you (I dunno why it's so hard, but it is) -- try to anticipate safe spots * Adikia -- large E/W circles, so move N/S * rings from the front -- will fire a line in the order they appear (middle/sides or sides/middle) * boss moves to a corner; will fire a large diagonal line AoE; get to corners on either side | * Meteors -- look at the constellation -- that's the floor pattern * multiple portals -- resolve in the order they appear * Everything overlaps until done | ||
4 | ||||||
5 | (Spoiler) | Duty Support Available | * Dawn Mantle -- look at the weapon: -- Chakrams (red) -- donut AoE; move IN -- Lance (green) -- point-blank AoE; move OUT -- sword & shield (blue) -- cross-shaped AoE; move to corners * Mousa's Scorn -- tankbuster that must be shared by BOTH tanks (stack) | * stationary adds -- destroy them all while avoiding mechanics -- ... Ray -- line AoE, diminishing damage the further out; get to "thin" edges -- Stone III -- stack -- Blizzard III -- spread * Ultimate -- lots o' damage | * Crystallize, then immediate Dawn Mantle (watch weapon) -- after Mantle resolves, all players get an AoE, so spread * Parhelion -- line AoEs spawn in order * Subparhelion -- line AoEs reverse across the whole arena (dodge into the safe spot after the first one resolves) * Parhelic Circle -- lines spawn; the ends will explode in AoE circle; find safe spot (short line) * Wave -- large AoEs that travel through the arena -- getting hit is some spicy damage over time | |
6 | ||||||
7 | The Final Day | * Elegia / Doomed stars -- happens a LOT in this fight -- one rotates fast; one rotates slow -- when they collide, they explode in a BIG AoE -- try to avoid slower star's location * Galaxias -- knockback from center * Elenchos -- -- open mouth -- line AoE down center; move to sides -- crying eyes -- line AoEs down sides; move to center * Death's Embrace -- players targeted with slice; move away * Feathers of Despair -- will AoE explode; move away * Aporrhoia -- line of heads; stand in between to avoid AoE | * Elegia Unforgotten -- Elegia, then it "rewinds" and hits again * Ekstatis -- adds on platform; growing AoEs under them * Interstellar -- boss flies away, then line attack through center, plus AoE circles on players * A lot of Doomed Stars/Unforgotten casts, including multiples! (watch for the tether) * Planets + Kakodaimon add -- -- kill the add before the gauge fills -- Meteor Radiant -- stars fall to the tether, then big AoE * Ultimate -- Oblivion -- MUST USE TANK LB3 | * Final phase -- -- lots of healing, some dodging | ||
8 | ||||||
9 | Storm's Crown | it's FAST -- run like the wind | * Savage Barbery (line -- swords go vertical) -- line attack E/W through center of boss -- then big circle AoE where the first line pointed * Hair Raid -- leaps to sword then big cleave toward center -- follow boss to get behind cleave * Void Aero III -- shared tankbuster * Savage Barbery (donut -- swords go horizontal in circle) -- donut AoE around boss (outside hitbox) -- then big circle AoE where the first line pointed | * Teasing Tangles -- players are pulled in, slowed, and cannot leave circles -- dodge mechanics * Hair spray -- AoE circles on players * Ultimate -- Curling Iron * Brutal Gust -- line attacks toward players * Attack of the Clones -- many AoEs. Avoid center. * Boulder Marker -- on player; drops MASSIVE AoE; move it away -- all other players get dragged in -- Boulder Break -- splash tankbusters on each tank | * Knuckle Drum -- lots of raid-wide hits; heal it up * Bold Boulder -- proximity marker on tank; take it away -- stack marker for rest of party * Tousle Tornadoes -- move from center to edge -- big AoE in center, then edges; dodge out then in; plus player circles * mechanics begin to repeat/remix * Touchdown -- knockback -- position to stay within the circle from the kb direction | |
10 | ||||||
11 | Mount Ordeals | * oh, yes, that's an edge with no rail... * The Glory of Fire / Fiery Expiation / Ordeal of Purgation -- discs with lines; some connect to the circles outside -- boss lights up one that directly connects to him -- that one does a huge conal attack -- Penitent's Shackles -- stuck in place until the cone hits -- later the discs will rotate (watch arrows) before he "charges" the line, so figure out where the full connection will be -- starts from the middle | * Arch Inferno -- two sets of big circle AoEs that hit multiple times -- middle is death -- Conflagration -- bacon line attack down the middle -- smaller AoEs under players -- conal attacks from boss * Flamesent -- kills adds; Greater first -- also AoEs (circles and cones) and tankbusters * Ultimate -- Blazing Rapture | * Inferno+ -- now with bleed * Flamerake -- thick line attack in direction spinner picks -- then additional lines out from the center; dodge out, dodge in * Soulscald -- columns pointed at each player; spread -- creates adds on the outside that come back across full arena * Dual Fire -- top 2 enmity targets, big cones * Sweeping Immolation -- half-room cleave + stack-up marker | ||
12 | ||||||
13 | The Voidcast Dais | * Terrastorm -- rock forms in air, soon drops for big AOE * Crescent Blade -- half-room cleave toward random player -- get behind * Artic Assault -- move away from pointy bits * Void Meteor -- targets the tanks for multiple hits -- spread and use cooldowns * Lingering Spark -- circles under players; move and move * Binding Cold -- raidwide + bleed | (Spoiler) Shadow -- phase transition cutscene * Black Fang -- massive raidwide * next (Spoiler) Shadow will power up Crescent Blade -- still half-room cleave -- plus circles on players -- plus point-blank AoE circle under boss * boss jumps N, Meteor phase -- soak towers E & W + knockback marker on a healer -- pre-position to get knocked into towers (small knockback) -- knockback healer now targeted for line attack; point away -- Double Meteor from N or S corners; move away | * Gale Sphere -- 4 clones in random order; attack in order -- orbs along edge with safe path; clone pushes its orbs across * Void Stardust -- moving telegraphed circles; edges then center -- move in after first explosion * Eventide Fall -- both healers targeted for line attack; split up to soak * Shadow Crescent (Crescent Blade) -- cleave + point-blank AoE + stack | ||
14 | ||||||
15 | The Abyssal Fracture | * Abyssal Nox -- everyone to 1 HP + DOOM-- heal to max to cleanse * glowing orbs -- big AoE * Sable Thread -- party stack AoE -- multi-hit, so stay put * VIsceral Whirl -- small safe spot under boss and in back of the arena | * Flare/Nox -- party stack, then avoid fire lines (big rectangle AoE) -- also 2 players marked -- move away to drop (3 hits after fire) * Void Bio + Visceral Whirl -- same as before, plus dodge green * Meteor Impact -- drag tether until it's a thin line | * Black Hole + Fractured Eventide -- start in corner by boss -- follow the line AoE to avoid the circle AoE (far corner) -- circle AoE is insta-death * Flow of the Abyss -- find portal (line AoE) + party spread * Chasmic Nails -- big pizza slices -- stand near first one and dodge in quickly | ||
16 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | EW dungeons | Duty Roulette: Expert | |||||||||||
2 | notes | general | First Boss | general | Second Boss | general | Third Boss | ||||||
3 | The Aetherfont | * Ground AoEs * check the background for cuteness | * Upsweep -- raidwide * Tidal Breath -- targets random player; half-room cleave * Body Slam -- ice clusters -- next Upsweep will explode the clusters -- small clusters explode first * Floodstide -- circles on players -- Tidalspout -- stack * Sonic Bloop -- (yes, Bloop) -- tankbuster | * pretty scenery | * Battle Cry -- raidwide * Lightning Leap -- jump to circle; cracks will explode with WIDE lines * Ripper Claw -- tankbuster * Spinning Claw -- point-blank AoE + cracks * Battle Cry -- now with death walls * Lightning Rampage -- Leap, but smaller zone * Lightning Claw -- stack then out from crack circle * Electric Eruption -- raidwide + crack circles | * burn the trash | * Tidal Roar -- raidwide * Octostroke -- tentacles pop up and slam onto platform -- find platform without tentacles -- Wallop -- continuous line attacks from tentacles * Vivid Eyes -- large donut around boss * Saline Spit -- orbs explode over whole platform -- stand on bridges * Tidal Breath -- random direction; half-room cleave; RUN * Telekinesis -- crystals target platforms; get off * Breathstroke + Clearout -- boss same as Tidal Breath -- tentacles do a frontal cleave * Water Drop -- circles on players | ||||||
4 | |||||||||||||
5 | The Lunar Subterrane | * trash is trashy. Stun all the things. | * Hexing Staves -- cross AoEs (see floor) -- explode on Ruinous Confluence -- can cleanse Doom * Shadowy Sigil -- floor has shapes, boss has shapes -- don't match the boss * Hexing Staves that disappear... plus party AoEs -- they didn't really disappear -- more Staves, more hiding, more explode * Staff Smite -- tankbuster | * Flashback! -- Morbols were bad then, too -- all the cones | * Sandblast -- AoE * Landslip -- rotate 2 spots * Antlion March -- runs around platform -- hits 2 stone pillars; start to crumble -- Landslip -- avoid the falling pillars * Earthen Geyser -- stack, then ruuuuun | * AoEs and more AoEs | * Old Magic -- raidwide + bad walls * Duplicitous Battery -- shows two sets of spiraling circle AoEs -- explode in order * Forsaken Fount -- purple orbs explode; get outside * Duplicitous + circles on players * Fount + Contrapasso -- splits orbs, so middle is safe * Fount + Contrapasso again -- find the lonely middle orb * Antipodal Assault -- stack -- immediate jump to side of platform for large cone * Twilight Phase -- large line AoE (not through the tunnel) -- Dark Impact -- move away; big AoE * Death's Journey -- point-blank AoE + lines (AoEs onlines) | ||||||
6 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | EW dungeons | Duty Roulette: Expert | |||||||||||
2 | notes | general | First Boss | general | Second Boss | general | Third Boss | ||||||
3 | The Dead Ends | * avoid the icky ground | * "a (north/south) wind blows" -- -- AoEs will spawn on the other side then "blow" across the arena -- find the missing AoE and stand there * Cough up -- targets players with multiple ground AoEs * red triangles/doritos -- stack with at least 1 other player * Wave of Nausea -- donut (stack under boss) * next wind will start with a Wave of Nausea -- don't panic; plenty of time | * watch for random ground AoEs | * most of this fight, you'll want everyone at a different cardinal position because of AoE markers while dodging * Electromagnetic Repellent -- danger under boss * War Machines -- little triangle things -- they fire lasers! Stand between two. * No Future -- pattern of circles; find the tiny safe spot * Peacefire -- big rotating AoEs on outer edge -- rotate with them -- War Machines pop up; there's time to dodge * Eclipsing Exhaust -- knockback; avoid circles and edge | * pretty trash | * Prance -- boss jumps to 4 points -- either in a circle or in a Z -- big circles explode, so move out * Lifesbreath -- jumps to side; spawns butterfly pairs -- butterflies are facing north or south; do not get hit -- HEALERS: cleanse Doom by healing to full * Loving Embrace -- one wing glows; move to opposite side * now overlap it all | ||||||
4 | |||||||||||||
5 | Smileton | * oooof, motion sickness... | * watch the side he tethers to (not symmetrical) -- need to get hit with opposite color -- later knockbacks, so pre-position or use immunity * Heart on FIre IV -- tankbuster | * more trash | * Leap Forward -- boss will jump in direction of arrows -- watch your toes; it's a BIG AoE * Print Workers -- makes 2 clones that also do Leap Forward, but can be in multiple directions * Omnidimensional Assault -- two sets of cones -- dodge out of the first into the second, then back after the first goes off * Steel Beam -- tankbuster | * Lots of AoEs | * Explosives Distribution -- explosives on conveyer belts -- belt with 1 arrow goes a short way (top corner unsafe) -- belt with 3 arrows goes long way (top corner safe) * Piercing Missile -- tankbuster * Dispense Explosives -- drops 2 mines on the platform -- hitting = damage + paralyze? -- can also deliberately explode one to make a safe spot -- Explosive Power -- mines explode in small radius * Left/Right Disassembler -- move to side it says -- boss will hit other half of the platform (because it's HIS left, etc.) * repeat with overlap | ||||||
6 | |||||||||||||
7 | Stigmascape | * AoEs | * Side Cannons -- avoid the side with arrows * Rear/Front Interceptors -- that half gets hit; move to opposite * Chemical Missile -- leaves a puddle * Electric Slide -- stack & knockback; watch puddles and wall * Guided MIssile -- tether to random players -- explode on contact or after X seconds -- leaves a puddle * Mustard Bomb -- tankbuster + BLEED | * AoEs | * Wheel -- tankbuster * Auto-Mobile Assault Cannon ("zoomies") -- boss moves to middle, faces random direction, maps out his routes, then zooms over it -- avoid getting hit; move to final position bc big cleave (Wave Cannon) * Auto-Mobile Sniper Cannon (limit cut) -- stand in-line with your matching number -- will shoot an AoE from the center mark to you -- don't point at other people | * more AoEs * some cool lore stuff, too | * boss is immobile; no positionals * AI takeover -- summons adds -- Omega Frame -- hits half the room; kill it -- Hybrid Dragon -- large conal AoE; kill it -- Rocket Punch -- column AoEs; avoid; can't kill them * Electromagnetic Release -- Helix (tall/narrow) -- move away; big circle AoE -- Ring (wide) -- move inside boss' hit box; donut AoE * Mindhack -- will force you to move in the direction of the arrow (based on where your character is facing when the timer ends) * Atomic Ray -- raidwide + BLEED * Multi-AI takeover -- mutiple adds at the same time | ||||||
8 | |||||||||||||
9 | Alzadaal's Legacy | * crouching morbol, hidden monkeys | * Big Wave -- AoE + bleed * Tentacle Dig -- -- buries a tentacle, then draws a shape on the ground (randomly changes direction!) -- watch for the ending point -- will explode in a BIG circle of death * Toxic Fountain -- -- covers the floor with AoE puddles in 3 "waves" -- find the last spots, then move to the exploded spots | * the black/purple cubes summon more adds; kill them first | * Articulated bits -- summons bits at various points on edge -- boss gets 2 "mirrors" -- adds will fire at boss and reflect off mirrors -- later adds will also just fire across the room -- find the safe spots * Graviton Cannon - AoEs on players; spread | * I haven't seen that many treasure chests since PotD... oooooh... | * Spin Out -- grabs everyone and wraps them up -- then spins you out like a top -- keep pointing the hand to avoid the spikes; it's fairly responsive -- 2nd time -- boss also jumps and does middle then side column AoEs (so go sides, then middle) * Wild Weave -- lots of cloths drop from the ceiling -- boss tethers to one color on one end -- all cloths of that color will explode in a circle, so avoid -- note for colorblind -- there is a different number of knots on the two colors | ||||||
10 | |||||||||||||
11 | The Fel Court of Troia | * AoEs | * Just waves upon waves * watch new spawns on edges; fire across, then join the party * spawns on edge + heads making AoEs -- party pick a head and destroy, then stand in safe spot * Giant Head -- move away from tethered small heads -- kill big before explode | * more AoEs | * Eyes of Troia -- gaze "ring" -- look away when it reaches center of itself -- later multiple rings; avoid ALL * Beautific Scorn -- boss draws 4 lines (N, S, arcs E/W) -- lines explode in big circles (floor pattern) -- run to safe quadrant * Void Shaker - conal AoE on player | * AoEs plus new adds | * Cursed Echo -- raidwide AoE + bleed * Rotten Rampage -- ground AoEs, in 3 levels; explode in order * Blighted Bedevilment -- knockback from center (don't be IN center) -- use kb immunity or get a wall behind you (edges are bad) * Blighted Blade -- boss jumps to end of line; BIG AoE * Blighted Sweep -- big conal in front (turns & does after Blade) * Creeping Decay -- adds; kill 'em fast; ground AoEs + stack | ||||||
12 | |||||||||||||
13 | Lapis Manalis | * platform * then a few more | * Call of the Mountain -- find the "rumbling" spots on the sides -- big line AoE incoming * Left/Right Slam -- avoid that side * Knock on Ice -- makes ice pillars; targets one to jump to & big explode -- dodge AoEs (and each other) -- Roar of Albion -- hide (boss relative) | * walls and AoEs * lore tidbits | * Waxing Cycle -- circle, then donut -- out, in * Waning Cycle -- donut, then circle -- in, out * Soulscythe -- large AoE in front * Soul Nebula -- numbered void gates -- Scarecrow Chase -- boss jumps to numbered gates and does big "X" attack -- DOOM if hit by Chase; Healers must Esuna * Tenebrism -- Gaze attack timer on all players, plus 4 meteors -- one player per meteor, and look away from all | * all the things | * Antediluvian -- 2 sets of bubbles on edge; will create 2 bubbles over arena -- 2 and then 2 more bubbles on edge; total 3 sets -- dodge in order created (big circles) -- Body Slam -- knockback from center on third bubbles * Hydraulic Ram -- pattern where boss will run around and AoEs will hit -- find safe spot * Cursed Tide -- players have spread or stack debuffs with timers * Fearsom Flotsam -- destroy spikes; avoid AoEs; handle timers * Voidcleaver -- Void Circles tether to player; cone toward player -- Lifescleaver -- boss has conals as well -- try not to cleave the party * Void Torrent -- line tankbuster; do not point at party | ||||||
14 |
A | B | C | D | E | F | G | ||
---|---|---|---|---|---|---|---|---|
1 | EW Raid | Pandemonium Normal/Story Raid | ||||||
2 | Asphodelos (P1-E\P4) | |||||||
3 | Unlocking | |||||||
4 | ||||||||
5 | Notes | Notes | Gear Piece | # tokens to trade | drops from | |||
6 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear | Body | 4x Armor | 1,2,3,4 | Each fight now drops 8 tokens, wut. | ||
7 | Legs | 4x Chausses | 1,2,3,4 | Most fights drop most tokens, as well, so can get all Body pieces in the first week, for example | ||||
8 | Head | 2x Helm | ||||||
9 | Hands | 2x Gauntlets | ||||||
10 | Once unlocked, Normal/Story can be queued in the Duty Finder | Feet | 2x Greaves | Minions and music scrolls do not count against weekly items. | ||||
11 | Listing some ability names as [...] for spoilers | Accessories | 1x Bangle | 1,2,3,4 | ||||
12 | If you want to go back to the zone, the gate is in the northeast corner. | Now fully unlocked; get all the loot | ||||||
13 | ||||||||
14 | ||||||||
15 | P1 | The First Circle | walls are death Gaoler's Flail -- get on opposite side from flail Pitiless Flail -- * targets 1 player with AoE + knockback -- get CLOSE to boss (or use immunity) * same player -- stack-up marker (or someone else if they died) Heavy Hand -- tankbuster | Intemperance -- * marks all players with Hot (red) or Cold (blue) debuff * towers in all 4 corners with 3 hot/cold blocks * DO NOT STAND in dividing lines * blocks explode from the BOTTOM up * stand in the OPPOSITE color, switching sectors as needed * Second Intemperance (after Shining Cells) -- last block also has Gaoler's Flail right after, so be ready to move | Shining Cells -- pizza slices -- red vs. blue (fire & ice) * Aetherchain -- makes one color explode -- same color as the orbs flying around the boss -- stand in OPPOSITE * Aetherflail -- color + Flail -- so find safe side AND safe color * Pitiless Flail in here, too * Slam Shut -- platform to normal + raidwide | |||
16 | ||||||||
17 | P2 | The Second Circle | walls are death Doubled Impact -- shared tankbuster; stack together Spoken Cataract -- * boss jumps to center; head and body separate and will hit 2 areas * head hits half the arena; body hits a column down the middle * watch their target circles to see which way they're pointing, and find the safe spot | Sewage Deluge -- * raised sections and drains between them are safe; everything else bad * Tainted Flood -- personal AoE circles; spread out * Predatory Sight -- triangles/doritos -- stack with at least 1 other * Shockwave -- knockback from a platform; position or use immunity Dissociation -- * head pops off and appears on one side of the platform * move to opposite side to avoid charge | Coherence -- * 1 tank gets proximity marker; someone else gets line stack * tank moves away; everyone else stacks in that line Sewage Deluge again -- * new -- Sewage Eruption -- targets ground AoEs under players -- try to stack up first and then move just enough to avoid because there are a LOT of them * can also be Dissociation with Shockwave, so watch the head * Dissociation with Sewage Eruption, ack, followed by Coherence | |||
18 | ||||||||
19 | P3 | The Third Circle | walls are death (I'm seeing a pattern, maybe) Experimental Fireplume -- * watch orb animation around boss: -- 1 big orb -- big middle explosion -- many small rotating orbs -- Shiva pattern Heat of Condemnation -- tankbusters on both tanks (splash damage) Darkened Fire -- * four adds spawn in a square; cannot damage them * four players marked with AoEs; each player hits 1 add Left/Right Cinderwing -- hits that side | Trail of Condemnation -- * boss flies away, then flies through center Phoinix Fire -- * 2 adds spawn N & S -- 1 tank each; keep them separate; pull to the edge * 2 more adds spawn E & W -- 1 tank each; pull to the other edges * DO NOT overlap the big circles on other birds (well, you will survive some overlap in Normal, though 4 overlapping is absolutley death) * kill the adds; they do have frontal and back cleaves Fledgling Flight -- * untargetable adds spawn in a square * wide frontal cleaves, so rotate around to avoid them Experimental Charplume -- individual AoEs; spread | Devouring Brand -- * 4 lines of fire divide the platform, then explode in larger X * Searing Breeze -- AoE markers under players * the fire lines vanish right as you need to dodge Breeze, so don't panic Trail of Condemnation -- now with Charplume Devouring Brand + Darkened Fire * there's time to move to the adds after Brand resolves | |||
20 | ||||||||
21 | P4 | The Fourth Circle | (definitely a pattern here) Elegant Evisceration -- tankbuster Setting the Scene -- * cloak falls over quadrant(s), which then turns into 1 of 4 elements * Pinax -- pillar in center of the arena; "attack" comes from there -- lightning -- get FAR from center (corners are good) -- water -- knockback from center (aim for corners) or immunity -- fire -- stack marker -- acid (earth?) -- individual AoEs * 1st is always just Lightning; 2nd is always just Water; later ones will have multiple in random orders, so watch the quadrant animation | Hell Skewer -- boss turns to random party members; line AoE that way Belone Coils -- * 4 meteor circles around boss; must be soaked * are marked with "NOT X" -- e.g., "not healer" = DPS or tank take it [N/S/E/W] Shift -- * Either his sword or his cloak will spawn on that edge * sword will do a huge frontal cleave; cloak will do huge knockback * move to that side and adjust to side (sword) or front (cloak) | Belone Bursts -- * orbs attached to all players; must be popped * have a "NOT X" marker -- e.g., "not DPS" = tank or healer pops it * can actually pop 2 orbs (3 = DOOM = Death) Setting the Scene -- * all 4 quadrants + Hell Skewer + Belone Coils * watch for Water when you're not expecting it >.< | |||
22 | ||||||||
23 | Abyssos (P5-P8) | |||||||
24 | Unlocking | Unlocking | ||||||
25 | ||||||||
26 | Notes | Notes | Gear Piece | # tokens to trade | drops from | |||
27 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear | Body | 4x Armor | 1, 2, 3, 4 | Each fight now drops 8 tokens, wut. | ||
28 | Legs | 4x Chausses | 1, 2, 3, 4 | Most fights drop most tokens, as well, so can get all Body pieces in the first week, for example | ||||
29 | Head | 2x Helm | 1, 2, 3 | |||||
30 | Hands | 2x Gauntlets | 2, 3, 4 | |||||
31 | Once unlocked, Normal/Story can be queued in the Duty Finder | Feet | 2x Greaves | 1, 2, 4 | Minions and music scrolls do not count against weekly items. | |||
32 | Listing some ability names as [...] for spoilers (for now) | Accessories | 1x Bangle | 1, 2, 3, 4 | ||||
33 | If you want to get back to the zone, the gate is in the northeast corner. | Now fully unlocked; get all the loot | ||||||
34 | ||||||||
35 | ||||||||
36 | ||||||||
37 | P5 | Searing Ray * boss jumps to corner and faces center * huge frontal cleave; get behind Ruby Glow * walls form, either diagonal or 4 squares; reflect all attacks * e.g., Searing Ray, get on opposite side of wall from boss Topaz Stone -- four stones on platform; explode in small circles Ruby Glow + Topaz Stone * stones show AoE on floor and wall of one quadrant; that explodes * later, stones appear in order, so dodge into exploded quadrant | Acidic Slaver -- stuns players; cutscene transition Toxic Crunch -- tankbuster with poison Venom Squall -- ground circles at player locations Venom Rain -- circles on players Venom Pool -- stack up Topaz Stones * now with green stones -- giant spreading poison pools * dodge into yellow stone after explodes | Devour * four towers plus center * "mouth" moves to towers in order that boss will jump * big explosion when boss lands; BIG in center * dodge into first tower after it explodes * fast jumping, so move Ruby Glow + Topaz Stones (1 yellow, 1 green) * dodge yellow, dodge Ruby, avoid green puddle mechanics repeat with overlap/Ruby Glow puzzles | ||||
38 | ||||||||
39 | ||||||||
40 | P6 | Aetheric Polyominoid * spawns four towers with AoE markers in adjacent floor squares * Aetherial Exchange -- towers swap places/AoEs; can be diagonal Chorus Ixou -- glowing orbs on sides or front/back -- get opposite Hemitheos' Dark IV -- raidwide AoE | Transmission * tethers to players, gives countdown * big conal AoE from your character's face; look away from center ~2s Syngery -- tankbuster both tanks + bleed Polyominoid + Chorus Ixou -- find both safe spaces | Strophe Ixou -- spinning front/back cones; rotate with boss Transmission * Chorus Ixou -- goes off with first set of timers * Dark Ashes -- circle AoEs on players; goes off with second set Aetheric Polyominoid -- Aetherial Exchange, plus Chorus Ixou mechanics repeat with overlap | ||||
41 | ||||||||
42 | ||||||||
43 | P7 | note: both tanks get auto-attacked throughout fight Bough of Attis -- look at boss' arms * in front of boss -- move to south (outside edge from boss) -- then arrow markers appear on one side; knockback/sweep on that side * over arena -- move to north (close to boss); no arrow marker/knockback after Hemitheos' Holy -- circle markers on all players Hemitheos' Glare III -- tiny safe spot in center Immortal's Obol * proximity damage from center; move to far edges in "safe" circles * platforms + bridges | Bough of Attis -- move to platforms as needed Hemitheos' Aero II -- splash AoEs on both tanks Spark of Life -- raidwide + bleed Forbidden Fruit -- adds on platforms * behemoths -- circle AoE, platform-sized; stand on bridges * birds -- line AoE, bridge-sized; stand on platforms, but watch for full line from other birds Blades of Attis -- moving AoE circles down 2 of the platform/bridge paths Hemitheos' Glare III -- tiny safe spot incoming -- wait for it to form! | Blades of Attis -- 3 sets of circles; dodge out then in Forbidden Fruit -- same behavior as platform phase mechanics repeat with overlap Forbidden Fruit + towers * dodge adds first, then immediately run in to towers * 2 towers per platform Forbidden Fruit + knockback * use immunity or pre-position to avoid adds' attacks | ||||
44 | ||||||||
45 | ||||||||
46 | P8 | Genesis of Flame -- raidwide AoE Sunforge -- watch pet * snake -- move to sides; line AoE down center * phoenix -- move to center; line AoEs down sides Flame Viper -- line tankbuster + bleed | Reforged Reflection -- boss changes form * Snake -- moving gaze markers -- turn away after they stop -- markers become adds; kill 'em -- Gorgospit -- line attack at random player -- Ektothermos -- raidwide -- Four-fold Fire -- fire in each corner; snakes in fire do big circle AoE; they'll jump around a few times, even diagonal | Reforged Reflection * Centaur -- multiple knockback markers around arena; pre-position to avoid wall -- Rearing Rampage - raidwide -- Volcanic Torches -- sections get boxed in then explode -- + Flare -- players marked with AoE circles mechanics repeat between forms with some overlap/remix from both forms (especially torches and sunforge) | ||||
47 | ||||||||
48 | Anabaseios (P9-P12) | |||||||
49 | Unlocking | Unlocking | ||||||
50 | ||||||||
51 | Notes | Notes | Gear Piece | # tokens to trade | drops from | |||
52 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear * Blade is 1/week (auto-drop). | Body | 4x Armor | 1, 2, 3, 4 | Each fight now drops 8 tokens, wut. | ||
53 | Legs | 4x Chausses | 1, 2, 3, 4 | Most fights drop most tokens, as well, so can get all Body pieces in the first week, for example | ||||
54 | Head | 2x Helm | 1, 2, 3 | |||||
55 | Hands | 2x Gauntlets | 2, 3, 4 | |||||
56 | Once unlocked, Normal/Story can be queued in the Duty Finder | Feet | 2x Greaves | 1, 2, 4 | Minions and music scrolls do not count against weekly items. | |||
57 | Listing some ability names as [...] for spoilers (for now) | Accessories | 1x Bangle | 1, 2, 3, 4 | ||||
58 | If you want to get back to the zone, the gate is in the northeast corner. | Now fully unlocked (except weapon token); get all the loot | ||||||
59 | ||||||||
60 | ||||||||
61 | ||||||||
62 | P9 | Gluttony's Augur -- raidwide (and death walls) Ravening -- gains abilities of a soul for mini-phase * Mage phase -- Fire III -- circles on players -- Word of Power -- symbol on screen makes that marker grow -- Blizzard III -- larget donut; stand in hitbox to avoid (Word of Power means donut grows/safe space shrinks) -- Dualspell -- symbol shows which one gets powered up -- Global Spell -- raidwide + bleed + end phase -- Iceflame Summoning -- symbol that flashes gets big; go to other | * Fighter phase -- Archaic Rockbreaker -- knockback from center + cracks -- light hits end of cracks and explodes in circles; two sets -- Archaic Demolish -- 2 stack markers on healers -- Gluttony's Augur (raidwide) + Ascendant Fist (tankbuster) -- (Rear or Front) Combination -- marked circle or donut, then half-room either rear or front + end phase | * Beast phase -- Charybdis -- circles on players; leaves behind puddles -- Beastly Roar -- knockback from center + circle markers -- avoid puddles -- Pulverizing Pounce -- stack marker -- Gluttonous Rampage -- tankbusters + proximity tethers -- run away -- boss jumps to each tank for bonus damage -- Touchdown -- proximity damage from center -- run away -- Comet -- 3 proximity-based markers; find the safer side -- Ecliptic Meteor -- find the non-glowing meteor; hide behind -- immediately move out from circle AoE + Pulverizing Pounce -- end of phase | ||||
63 | ||||||||
64 | ||||||||
65 | P10 | Silkspit -- circle AoEs; tethers to any other player, so spread Pandaemoniac Pillars -- soak towers; then constructs explode in circles Ultima -- raidwide + bleed Pandaemonic Pillars -- soak towers, now with donuts Pandaemoniac Meltdown -- shared line AoE | Soul Grasp -- double/stack tankbuster -- multi-hit Entangling Web -- web circles everywhere Silkspit Pandaemoniac Ray -- half-room cleave where boss is looking Parted Plumes -- big AoE in center + rotating cleaves; dodge into 1st | Entangling Web + Touchdown -- big AoE in center; use web bridge * Do not touch the liquid Harrowing Hell -- multiple massive raidwides + knockback Wicked Step -- tank towers | ||||
66 | ||||||||
67 | ||||||||
68 | P11 | Eunomia -- raidwide + bleed Divisive Ruling -- line attack down center of boss * follow-up attack depends on color of cast -- Purple/dark circles -- line attacks on sides -- Yellow/light circles -- bigger line attack down middle Dark and Light -- puddles + debuffs -- stand in opposite * bonus attacks on players not in puddle or in wrong puddle, ouch * Dineis -- circle AoEs under players; try not to cover whole puddle * Emissary's Will -- death if no puddle/wrong puddle | Dismissal Ruling -- knockback * follow-up attack depends on color of cast -- Purple/dark -- hits outside boss hitbox -- Yellow/light -- point-blank AoE Dike -- tankbuster on each tank Dark and Light + Dismissal Ruling | Upheld Ruling * Dark -- big AoE tankbuster, followed by roomwide donut * Light -- raid stack, then avoid point-blank AoE Styx -- stack marker on healer, multi-hit Dark and Light + Divisive Ruling Shadowed Messengers -- clones cast Divisive Ruling + 2nd attack Blinding LIght -- AoEs on players | ||||
69 | ||||||||
70 | ||||||||
71 | P12 | On the Soul -- raidwide (what, no bleed?) Trinity of Souls -- wings show half-room cleaves; dodge in order Paradeigma -- four adds * N/S -- line attacks down platform * E/W -- line attacks to tethered player Glaukopis -- line tankbuster | Superchain Theory -- orbs + spheres/donuts; explode at end * stand on a donut's orb * 2nd Supechain -- 2 donuts, 1 long, 1 short. Stand on short, move to long Parthenos -- random direction. Line attack through boss (does knockback) Unnatural Enchainment -- chains grab platform; section will disappear! * Paradeigma on smaller platform * Unnatural Enchainment -- more sections destroyed; 2 left... -- try to face her N or S because Trinity of Souls On the Soul -- raidwide + platform restored | Ultima Blade -- raidwide, then adds. Random lines + AoEs. * Theos' Ultima -- middle two rows get hit, get to sides Superchain Theory -- different tether lengths (long donut) * dodge circles first, then get in last donut * Parthenos while dodging Dialogos -- stack marker, then player AoEs (spread) Next Paradeigma -- ALSO Unnatural Enchainment -- CAREFUL * takes lots of sections | ||||
72 |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | EW | Myths of the Realm | |||||
2 | #1 | Agalia | |||||
3 | Notes | ||||||
4 | Loot: | Coin | Auto-drops on 1st clear. Coin is used to upgrade ... gear. These are "2/3 rewards". | ||||
5 | Gear piece | Gear and coin are completely unlocked | |||||
6 | Unlimited: | Minion, cards, music | |||||
7 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
8 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
9 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
10 | |||||||
11 | on the way | Boss | |||||
12 | Boss #1 | none | Spoiler | ||||
13 | * B's Strike -- marks a location; knocks everyone away -- Builder's Buff -- now with 4 conal AoEs; same direction that they're pointing before jump * removes the walls... * hammers will move platform 1 space. Does NOT move the player (so the floor can disappear) -- hammer on ground -- it will move when the platform moves * B's Spire -- wait for hammers to strike, then move into safe zones they created (opposite hammer) * Reproduce -- adds -- look for the ones that are not glowing; they have slower AoEs | ||||||
14 | |||||||
15 | Boss #2 | * Destructive Static -- 180-degree hit in front * lightning orbs -- enclose 2 quadrants, then explode inside * Bolt Loop -- circle + donut AoEs in patterns | Spoiler | ||||
16 | * this platform, tho * Destructive Bolt -- tankbuster on all tanks * Advent of the Eighth -- 2 portals; tethers to one (also raises fist on that side); half-room AoE * Broken World -- 1 giant proximity marker. -- now this one is used with Advent of the Eighth -- if he's tethered to the side that has the Broken World marker, then instead shatters it into a million little proximity markers on the back half of the arena, so stack on the big marker (it won't explode) -- if he's tethered to the opposite side, then get to the meteor side but back * R's Beacon -- impact point in middle; get knocked into the lanes at the back -- watch out for lightning orbs! | ||||||
17 | |||||||
18 | Boss #3 | * 2 adds; they do the same thing, in opposite directions * look at the 1-dot or 2-dot over their heads to know which is going first | Spoiler | ||||
19 | * Warden's Warmth -- tankbuster on all tanks * Solar Wings -- two thin safe cones front and back -- leaves behind orbs that explode -- Sun's Shine (adds) -- will kick the balls. First set always kicks to middle. Second onward will kick some N/S; stand on those adds for safe spot * Solar Fans -- line AoE; leaves fans at the edges; they jump in bursts along the edges -- Radiant Finish -- fans explode at their endpoint for big AoE * Fleeting Spark -- 270-degree AoE in the direction she's facing * Solar Fold -- fire lanes divide platform -- Sun's Shine (adds) -- adds fan the flames in front of them into the far quadrant; later they'll cross each other, so find the safe clone and stand in front of her * Wildfire Ward -- safe triangle in the center -- draws a fire triangle in the fire (lots o' fire); each wall will do a knock back in the order it's drawn -- stand in the center of the long side to get knock into the opposite point; repeat 3x * Noble Dawn -- growing lava puddles (dodge into 3rd sets, then out once 1st resolves * Sublime Sunset -- proximity AoE in the direction she's facing; get behind her | ||||||
20 | |||||||
21 | Boss #4 | none | Spoiler | ||||
22 | * As Above, So Below -- sets up 2 attacks, but only uses 1 -- arena wall color, color of lamps around him, and dialog to figure out which is real -- blue/blue/"" -- stand in red -- red/red/"" -- stand in blue * Heaven's Trial -- 3 cone AoEs and a stack marker * Hell's Trial -- big roomwide * Tankbusters: either -- Golden Tenet -- 1 tank marked with 3 orbs; all tanks share -- Stygian Tenet -- individual busters * As Above, So Below #3 -- again, sets up 2 but only uses 1 -- golden/golden -- line AoE is real -- dark/dark -- chasing AoEs are real * As Above, So Below #4 -- big moving AoEs; again, only 1 of the colors is real; match to arena wall color and get to opposite color * Hell of Fire -- 180-degree attack in the direction of the light (watch which way) * Wayward Soul -- lol, they really did it. Makes big AoEs, so avoid. (Watch for the final set!) * Fired Up -- boss jumps to edge and tethers to a location (1-dot), while others spawn around the arena (2-dot and later 3-dot). Boss will jump in order and do that attack. Aim out of circles. -- diamond -- knockback -- circle -- point-blank AoE * Souls' Measure -- immobile adds; tether to one alliance each -- your team's split AoE does not disperse, so stay together! -- one easy solution seems to be: kill your party's add, then move to the opposite side of the platform; not exact, but you at least shouldn't die * As Above, So Below -- now in combinations! Same rules as before, though | ||||||
23 | |||||||
24 | #2 | Euphrosyne | |||||
25 | |||||||
26 | Notes | ||||||
27 | Loot: | Once weekly: | Coin, Cluster | Auto-drops on 1st clear. Coin is used to upgrade ... gear. These are "2/3 rewards". | |||
28 | Once weekly: | Gear piece | Gear and coin are unlocked. | ||||
29 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
30 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
31 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
32 | |||||||
33 | |||||||
34 | Boss #1 | Spoiler | |||||
35 | * Abundance -- raidwide * Matron's Plenty -- brambles on edge; flowers in center * The Giving Land -- circle or donut based on animation -- red flower petals swirling -- circle; get out -- green brambles in a circle -- donut; get in * Matron's Harvest -- raidwide * Reaper's Gale -- two sets of crossing lines; dodge into safe spot * Floral Haze -- "forced march"; timer and direction -- Giving Land * Matron's Breath -- blue/yellow towers + ground circles -- match each tower as it explodes -- (colorblind note: different symbols on tower and around each ground circle) * Sowing Circle -- two sets of circles that move from center to edge; dodge path -- Floral Haze timers expiring + Giving Land at the same time!!!!! * Heaven's Earth -- splash AoE tankbusters on each tank | ||||||
36 | |||||||
37 | Boss #2 | Adds and AoEs last add -- * Localized Maelstrom -- shared tankbuster * Ecliptic Comet -- proximity AoE; move away * Trounce -- targets random players; get away from front (cone) | Spoilers | ||||
38 | * keep them apart (else buffed) * this fight does have an enrage!! Both bosses must be defeated before it expires (not at same time) * Spinner's Wheel -- orange (sun above) or blue (sun below) cards -- orange -- pyretic -- stop moving/actions when timer ends (else boom) -- blue -- deep freeze -- must be moving around when timer ends (else frozen) * Time and Tide -- accelerates mechanics and debuff timers (tether with "clock") -- watch your timers! * Axioma -- dark zones = "gravity" * Hydroptosis -- AoEs on players (do not stand on dark zones) * Inexorable Pull -- knockup; stand on dark zones to avoid * Hydrorythmos -- line AoEs that hits consecutively across the whole arena; dodge in * Petra - shared tankbuster * Hydrostasis -- 3 towers; radial knockbacks; try to pingpong between them -- second time -- watch for Time and Tide! The tethered one goes first!!! * Spinner's Wheel -- cards can rotate/change debuff | ||||||
39 | |||||||
40 | Boss #3 | Adds and AoEs | Spoiler | ||||
41 | * Rain of Spears -- raidwide AoE, multiple hits * Tetrapagos -- four attacks (in/out, left/right) telegraphed, then go off in order (fast) * Doom Spear -- stack + soak in tower; by alliance * Spears Three -- splash tankbusters on each tank * Thousandfold Thrust -- half-room cleave where the circles end * Lochos -- spears on edge; attack half-room each, so only 1 quadrant safe * Will of the Fury -- donuts that collapse toward center; can dodge into finished section -- Wrath of Halone -- proximity AoE from center * Glacial Spears -- adds -- one per alliance (walled off until dead) -- dodge circle AoEs; watch for rotating line attack (stand on trailing side) -- center spear after other 3 * Ultimate -- Fury's Aegis * mechanics repeat with combinations/remixes | ||||||
42 | |||||||
43 | Boss #4 | Spoiler(s) | |||||
44 | * Blue Moon -- raidwide * Love's Light -- moon on outside; full moon blasts huge line attack down center * Midnight Frost -- (telegraph might be a bit hard to see) -- half-room cleave * Lunar Kiss -- line AoE on each tank * Silver Mirror -- multiple AoEs under players * Moonset -- three big circles; boss dives to each -- get to the 3rd circle -- Winter Halo -- roomwide donut; safe under boss * Love's Light -- 4 moons in arena; find the "new" (black) moon; dodge into exploded zone * Selenain Mysteria -- adds; dodge AoEs * Ultimate -- Rise of the Twin Moons -- now with Hound; adds his own attacks to everything the boss does * Midnight Frost -- boss N/S, Hound E/W -- find the safe quadrant * Playful Orbit -- Hound jumps to side, does E or W; boss doing half-cleave, too -- not always square * Cratering Chill -- proximity-based markers -- Winter Solstice -- ground is ice -- Playful Orbit + Winter Halo | ||||||
45 | * k | ||||||
46 | #3 | ||||||
47 | |||||||
48 | |||||||
49 | Loot: | Once weekly: | Coin, Cluster | Auto-drops on 1st clear. Coin is used to upgrade tomestone gear. These are "2/3 rewards". | |||
50 | Once weekly: | Gear piece | Can only win 1 piece per week. Can run as many times as needed to get that piece. | ||||
51 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
52 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
53 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
54 | |||||||
55 | |||||||
56 | Boss #1 | * explosions on death, might actually need to heal... | Spoiler | ||||
57 | Geometry boss ... * Katarraktes -- raidwide + bleed * Rheognosis -- clone jumps to side, casts knockback * Thlipsis -- stack * Left/Right Bank -- half-room cleave * Hydroptosis -- AoE markers on players * Rhyton -- line tankbusters on all tanks * Tetraktys -- Triangle-shaped arena -- triangle AoEs on floor; multiple sizes -- Tetraktys Kosmos -- 3-D triangle -- the sides fall flat and squish. And then there are 2. * Rheognosis Petrine -- clone, plus orbs in 2 lanes (avoid) * Heiroglyphika -- square floor pattern + 90-degree rotate; stand in upcoming safe spot -- later ones also have Left/Right Bank so find the safe side, too (do have time to move) | ||||||
58 | |||||||
59 | Boss #2 | Spoiler | |||||
60 | * Tempest -- roomwide * Seafoam Spiral -- donut; Wind Rose -- point-blank AoE * Navigator's Trident -- multi-hit telegraphed first, then hits * knockback from middle; new "hallway" into the water * Surging Wave -- really really big unavoidable knockback -- aim yourself for the hallway -- run back, avoiding bubbles * Left/Right Strait -- half-room cleave * Deep Dive -- stack (later multi-hit) * Torrential Trident -- drops 6 tridents, explode big AoEs in order * Denizens of the Deep -- minions; dive across arena (watch the walls for portals) * Navigator's Trident + knockback + minions dive (one side of knockback will be a dive) * Surging Wave -- now 3 line AoEs telegraphed then hit instead of bubbles | ||||||
61 | |||||||
62 | Boss #3 | Spoiler (but was it?) | |||||
63 | * Sudden Downpour -- roomwide * Arrow -- circle tankbuster all tanks * Trek Shot -- jumps to location, big cone attack. Get to sides of landing. -- Reproduce -- cone does the same (safe spot usually in the starting overlap) * Flinted Foehn -- multi-hit stack * Soaring Minuet -- stand behind him * Downhill -- AoEs + knockback * under 50% HP -- Lofty Peak -- multi-hits + new platform + raidwide * Piton Pull -- hooks in corners of arena; big AoE; get to safe corners * Altitude -- AoEs that flash on the ground quickly; find the safe spot * Wandering Shot -- find the end; get away (big AoE) * Arrow Trail -- slow-traveling line AoEs; dodge out, dodge in; plus ground AoEs * Downhill + Wandering Volley -- opposite the end location; find safe knockback spots -- then a PIton Pull | ||||||
64 | |||||||
65 | Boss #4 | * a light warmup. Silence is golden. | Big Spoiler | ||||
66 | * Dawn of Time -- roomwide * Sunbeam -- circle AoEs on all tanks * First/Second/Third Form -- dashes + left/right/donut -- look at boss' hands -- only hits at end of dash, but dashes are quick, so try to figure out pre-position * The Whorl -- at least 1 attack from each previous boss -- Hydrostasis -- 3rd spot is always sped up, so go 3-2-1 -- Destructive Bolt -- now a party stack -- As Above, So Below -- with knockback * Eudaimon Eorzea -- 13 raidwides o.o (I thought we were friends) | ||||||
67 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | ARR Dungeons | Duty Roulette: Leveling | |||||||||||
2 | Duty Support? | Lv | general | First Boss | general | Second Boss | general | Third Boss | general | Fourth Boss | |||
3 | Sastasha | Yes | 15 | * find the Note for the color to spawn the boss * clams spawn adds (so kill clams; can only damage when open) | * coral that matches color in note, then lever * if wrong color, adds spawn first * boss -- small AoE: avoid | * kill one of the adds in the room to get the key * open the door, kill the mini-boss for the next key * lots of small side rooms, but nothing special beyond mapping | * some Adds * he runs at 50%; fight him again later (so technically he's a 2nd AND 3rd boss) * second time, more adds at end | nothing special | When the grates "bubble", click to shut (stops adds). Best to assign a grate to each person. (most groups just burn through these days) | ||||
4 | |||||||||||||
5 | Tam-tara Deepcroft | Yes | 16 | * wandering mobs | * kill all, then boss spawns | * wandering mobs | * kill all, then boss spawns | * run past the 3rd boss area to the room with the key * a slightly-harder-hitting pull here, plus ranged adds | kill all, then boss spawns | * when imps spawn with "ropes" to him, kill them first (boss invulnerable then) * other adds | |||
6 | |||||||||||||
7 | Copperbell Mines | Yes | 17 | * get in the elevator * some mobs will leash * pick up Firesand | * waves of mobs first, then boss spawns | * pick up Firesand | * Boss can't be killed as is. Pull the lever to spawn a bomb. DO NOT KILL THE BOMB. Pull the bomb next to the boss until the bomb explodes. * DPS on the left platform for adds. * Repeat until boss is a bunch of little blobs that will take damage. * this is a boring fight | * nothing special | * boss will smash walls to spawn adds; adds will then smash walls to add more adds. * Either -- beat on boss only (if you have good DPS/heals), else DPS kill adds until boss is low enough to focus | ||||
8 | Phase 1 | Phase 2 | Phase 3 | ||||||||||
9 | Ifrit (The Bowl of Embers) | 20 | will cast small Eruption spells (AoE) on the ground | Infernal Nail -- destroy the Nail at all costs, else you will die | more Eruptions, also large ground AoE ("Plumes" -- outside, then inside) | ||||||||
10 | |||||||||||||
11 | Halatali | No | 20 | * bombs do a suicide blast, which is a one-shot KO | * wisp adds will go to bonfire and cause room-wide AoE * can kill adds or just heal through | * must pull all chain winches -- spawn either chest or adds * bombs | * keep boss near ramp; at some point he'll run away & electrify the water (twice) * wait for adds on ramp | * bombs * the suspicious chest in the middle of the big circle is suspicious | * avoid flaming floor; Boss invulnerable then * tank near door to pick up Fire Sprites, which must be killed to remove flaming floor * Boss starts punting later * wisp adds go to Boss and AoE | ||||
12 | |||||||||||||
13 | Thousand Maws of Toto-rak | Yes | 24 | watch for walls that suck you in; if party is separated, break the wall first Pick up all the Magitek Photocells | poison | same as before | poison, plus adds | Fleshy Pods -- kill with ranged | * clear the pods first * Pods spawn/explode on players (run away!) * Adds x2 waves * wait for his tail to break off; kill tail (avoid poison floor), then boss | ||||
14 | |||||||||||||
15 | Haukke Manor | Yes | 28 | Manor Maidservants -- immediate AoE -- stun/avoid (does Fear) | * similar to Maidservants * spits AoEs at random people * frontal cleave | * patrolling Maidservants | * Steward -- does AoE (stunnable) * Jester -- weaker (most groups like to take him out first, but tanks should watch the Steward to stun him) | * chest down the hallway with slightly harder mobs but usually a decent drop | runs away at 50% | * turn off the lamps when they glow. Assign everyone a lamp. * Tank - run behind the boss on "Thunder III" and "Fire III" to avoid them * bomb adds have suicide blast (watch out!) * Steward add will Stoneskin boss so kill him first | Boss can be stunned so Tank can get lamp. Though it's super great when a DPS takes the tank lamp (hint, hint) | ||
16 | |||||||||||||
17 | Brayflox's Longstop | Yes | 32 | * nothing special * talk to the goblin for the key | * frontal cone, poison, + LOTS of adds * tank boss near back gate to easily pick up adds | * save the goblins (time limit on each); each one saved gives loot | * NPC pulls emnity, so get it back when possible. Also tries to "hide" behind party member, which turns frontal cones at you. Jerk. * can Sleep the Boss when the Add comes in; should have enough time to kill Add before Boss wakes up | skippable mobs | * drops bubbles on party members; destroy bubbles * kill 1st boss, then 2nd boss spawns | miniboss to side with (generally) good loot | * poison, poison, poison. * acid puddles take your health and restore boss' health; keep yourself AND boss out of them. Targets party member. * best if heal/range stay close together/ behind boss to leave as small a "trail" of puddles as possible | ||
18 | Phase 1 | Phase 2 | Phase 3 | ||||||||||
19 | Titan (The Navel) | 34 | * don't fall off! * Leap -- run to the edge of the red circle (not ON it or OUT of it) and face the center * Landslide -- will knock you off; dodge out. If you can't dodge run towards him (it might help). * rock gaols on random members; get them out | Titan's Heart -- destroy the Heart at all costs, else you will die | * ground AoEs * landslide * rock gaols | ||||||||
20 | |||||||||||||
21 | Sunken Temple of Qarn | No | 35 | * KILL THE BEES! (Stun Final Sting forever.) * collect all 4 relics * if you kill the Facer, you get another piece of loot (several chances to get him) | * KILL THE BEES (or let Titan take them on). Stun Final Sting. * Doom -- run on lit panels to remove (the panel may change at the same time you land on it, so ALWAYS check your Status) | * kill stones on top of floor panels * watch rear cones | * kill the Soulstone first, then can attack the boss * boss will randomly chase a party member; kite until he calms down (tank never actually loses aggro) | * stones (starting from entrance, looking down room) ** L1 - helm ** R1 - gem ** L2 - flame ** R2 - fruit * balance: left = flames; right = fruit; get this right for treasure room/mapping | * kill stones on top of floor panels (OLD AND NEW will spawn until killed correctly) ** kinda finicky on the placement sometimes * kill the verges. They shoot lasers, pew-pew. * Verges with black ground stuff will get walls and then explode, so either go inside black stuff to kill or move away. * later two black verges will spawn at once; at that point you can probably take out one & just dodge lasers | can either have tank take boss to panel and position stones, or have healer near panel (b/c stones will target them first) and let one DPS take out the stones. Requires an intelligent healer. | |||
22 | |||||||||||||
23 | Cutter's Cry | No | 38 | * kill the visible enemies; spawns a second set * avoid sand traps | * kill the first big add (heals the boss) * kill the second big add (hits hard) * Kite option -- have healer kite adds while everyone else focuses boss (Scholars: place fairy by tank while you kite) | * avoid sand traps | * floor AoE * whirlpool -- run to edges | * avoid geysers | * violet eyes -- stack on boss * blue eyes -- get to range (AoE does DoT) * orb -- kite until it disappears | ||||
24 | |||||||||||||
25 | Stone Vigil | Yes | 41 | * avoid dragon blast in main hall * dragon aevis #1 priority | * when he runs away, follow and hide behind him * sometimes he "runs" to the spot he's already in... So if he turns around or the tank seems to randomly lose aggro, he "ran" (so get behind him). I prefer to always pull back to the center as tank, so it's clear when he runs | * avoid dragon blast in main hall * dragon aevis #1 priority * watch for patrolling aevis | * Add spawns at the window; use cannons to hit it * avoid whirlwinds * tank boss at the door | * Seemingly "clear" hallways spawn HARD-hitting ice mobs * watch for patrolling aevis | * lots o' debuffs * avoid ice ground effects * watch for massive 1/3-zone ice blast * can be hard to see AoEs b/c they're white and the ground is white... Best to stand at the 1/3s of the arena | ||||
26 | |||||||||||||
27 | Dzemael Darkhold | No | 44 | * eyeball slime, eww * stand in purple zones * can pull all the things to the last purple zone & destroy * that one blob that hangs out in the middle of the room -- Fluid Aura him into the pack | * stand in purple zones (protects you from slime, makes boss vulnerable) * adds * zones move | * exploding crystals * Patrolling frogs * frog's AoE can knock you off the ledges, so position yourself accordingly * pull packs around corners to drag floaters | * adds spawn on ledges & throw rocks (can't attack) * rear cone! * watch AoEs * Healer's nightmare | * watch for patrols joining pulls | * destroy crystal he links to (3x) * crystals have AoE, too * boss targets 1 player with *3* AoEs (run away from crystal/group!) * floor AoEs * AoE healing gets intense in the last phase | ||||
28 | Phase 1 | Phase 2 | Phase 3 | ||||||||||
29 | Garuda (The Howling Eye) | 44 | * tank at back rock * when she Shrieks, hide behind the rocks * rocks take damage * kill the adds ASAP (they damage rocks and/or serve as targets for her spells) * stand away from pillars; her targeting spell damages an area, so will hit rocks if you're standing next to them. | * when she teleports to center, try to stay out of line of sight while killing adds * again, her targeting spell damages an area/rocks | * bye-bye, rocks :( * don't stand in the clouds * First jump, get behind her (nearest the rock). * Second jump, get opposite from the rock (as far from her as possible) * kill adds | Note: This encounter often feels like an unsually large difficulty leap from previous content. That's normal. It may be helpful to get to Level 45 and get your Job ability and Artifact Armor first. | |||||||
30 | |||||||||||||
31 | Aurum Vale | No | 47 | * avoid glowing yellow areas * avoid geysers * jellyfish patrols; long-range flowers | *stackable debuff -- at 2 stacks, eat the fruit (it respawns). Assign everyone a fruit. | * chest with Morbol seedling minion * mini-boss Morbols * Fruits spawn into Seedlings; can kill before they do (or leave to hatch for TONS of bonus XP) * scorpions (banemites) hit like trucks | * no red zones for AoEs * Eye of the Beholder ("takes a moment to reconsider") -- room-wide AoE -- stack on boss -- can stun * has a one-shot KO (1000-tonze SWING (2-handed)) -- interrupt! or run away. * has a hard frontal cone (100-tonze SWIPE (1-handed)) * Glower -- targets random player for dmg/paralyze -- run sideways to avoid | * 2 more Morbols & seedlings | * same debuff as earlier boss, but not as deadly; can wait to 3-4 stacks to eat fruit * eat fruit to take off Morbol debuffs, too * fruit around her turns into to Adds that aggro on healer, so destroy quickly with AoEs. | ||||
32 |
A | B | C | D | E | F | G | H | I | J | K | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | HW Dungeons | Duty Roulette: Leveling | ||||||||||
2 | Duty Support? | Lv | general | First Boss | general | Second Boss | general | Third Boss | ||||
3 | Dusk Vigil | No | 51 | * small packs * larger lone ones that jump down to you | * marks a player, then stuns them. Charge attack -- damage relative to your distance, so get far (inverse of AK HM) | * extra mobs in side rooms that will spawn & aggro | * Keep boss away from adds; they buff him (e.g., SV HM) * watch out for room-wide AoE with safe spot near boss | * drag mobs out of winds. Or not; debuff isn't too bad. * area with adds that spawn in waves | * When the Whirlwind spawns in the middle, run behind a pile of rubble (LoS the Whirlwind) | |||
4 | ||||||||||||
5 | Sohm Al | Yes | 53 | * kill the larger plant things; they spawn the smaller poison ones | * T6 got nerfed hard... No Blighted, though * if adds are devoured, boss gets damage stacks * buuut current strat is ignore adds & burn the boss | * can pull the adds on each big platform down the hill, which will leave the dragon and sprites at the top | * stack on red (spiky top) mark, spread on blue (smooth top) -- marker is who he's gonna throw the blob at * kill the big add ASAP, else huge AoE damage | * couple of groups * solo dragon * dragons + sprites + AoE city | * T9 got nerfed hard... * meteor marks -- run to edge; get out and far away once mark disappears * kill the Wings | |||
6 | ||||||||||||
7 | The Aery | Yes | 55 | * can double-pull if the healer is good | * drag lines to pillars * kill add | * little dragons + sleeping dragon -- can pull little ones and skip the sleeping one, or do them all | * let the add eat 1 cloud, and then kill (okay to eat 2, but kill quickly then). Else explodes for huge damage. | * Eyes spawn on players and shoot conal AoE * kill "Sable Price" asap, else player dies * When he jumps, kill the adds and heal the NPC. **THE NPC MUST LIVE** * Then stack with the NPC in the bubble. | ||||
8 | ||||||||||||
9 | The Vault | Yes | 57 | * adds aggro from far away on the first person through | * he'll sometimes zigzag around the room, laying orbs behind him -- find the safe place to camp * marks/stuns/jumps to player | * can pull to first guy in hallway (two will chase), then poke past him to aggro couple more * in second zone, can pull all, if healer is good | * bacon strips leave Tears behind on walls * don't touch the Tears (tether, bad things) * Faith Unmoving = knockback move * So, normally, bait bacon by standing between boss and Tear, so they'll stack * During Unmoving, position with no Tears behind you | * Priest -- summons four adds (cannot skip) | * avoid marching adds (like Qarn HM) * last phase, 2 ground fire AoEs, before each set of marching adds -- try not to box yourself in * run apart to break tethers. Have to run a certain distance to break them; if start too far, no room to break. Easiest if healer + DPS stack in middle-ish, then run to corners. * kill orbs asap | |||
10 | ||||||||||||
11 | The Great Gubal Library | Yes | 59 | * kill all mobs to get ahead | * similar to AK * when it closes, run behind (there's a small part without ropes. Don't fall.) * ice floor/slide on the back side | * /comfort removes debuff * kill all mobs to get ahead * Page 64 -- tethers to a player, then shoots an unmarked column attack at them; damage to anything in path. Aim it away from the group. | * kill add to get a tethered orb * only need to kill 1 add! * drag orb into the boss to make him vulnerable again * don't drag orbs through green clouds * tank run into the green clouds to pop them | * nothing fancy | * marked = drop orbs away from other players (and not on platforms!) * # of lights on platform = # of players that need to simultaneously stand on it to lock it -- if not locked, an add shows up. Adds hurt. -- 1 light = all platforms need to be touched -- 2 lights = half platforms -- 3 lights = 2 platforms * melee -- burn Sprint if you have to. It's worth it. | |||
12 |
A | B | C | D | E | F | G | H | I | ||
---|---|---|---|---|---|---|---|---|---|---|
1 | SB Dungeons | Duty Roulette: Leveling | ||||||||
2 | Duty Support? | Lv | general | First Boss | general | Second Boss | general | Third Boss | ||
3 | The Sirensong Sea | Yes | 61 | * can double pull, though healers beware (or I've just had bad tanks) | * stay in melee range, as it periodically covers about half the room in an AoE * dodge the circles * stack | * normal | * avoid the black stuff -- watch where the shadows run; avoid * if you get targeted, run and run until you break free | * normal stuff * can silence (stun?) that last guy | * drops puddles around the arena, then makes you run some distance -- try to aim around the puddles -- Morbid Advance = moves you forward -- Morbid Retreat = moves you backwards -- always based on your current facing | |
4 | ||||||||||
5 | Shisui of the Violet Tides | No | 63 | * double pulls * last pull has bonus pop-ups | * When he attacks a player, kill the leg first * an add as well * mark = drop puddle | * double pulls | * use the boxes to avoid Seduce * DPS marked -- "chaser" strikes like Scathach add phase or Cloud of Darkness; run around the outside until it stops. | * random exploding fish | * adds tether to player; kill adds * kill Churn, then avoid the last spot that moved * turn away on gaze | |
6 | ||||||||||
7 | Bardam's Mettle | Yes | 65 | * single packs seem like the better option throughout (definitely do NOT triple-pull. It ends badly. No one has enough cooldowns for that.) | * Take tether far away -- some guides say "to a pack of animals", some say just distance * watch the roaming coeurl; large cone toward the center | * gated by gavels | * no boss, just mechanics * everyone pick a slice for the first few * as long as 1 person passes each, seems fine * final one: look for the rock that doesn't get hit with the cross-pattern | * Temple of Doom action | * can't fall off * dodge the lasers * kill adds; watch for boss to charge across * you can kill him before the wings phase (usually requires LB) * Wings phase: kill the wings, duh -- orange markers: slide in between the markers on the outside -- green/white marker: knockback | |
8 | ||||||||||
9 | (Story Spoiler) | Yes | 67 | * most of the trash hits rather hard | * avoid the laser lines * dodge the orbs floating across | * trash hits hard | * lines will grow, then do knockback when touched * stack with stack marker * stand on towers | * trash still hits hard, and there's always more | This guy * can avoid Chainsaw * take the marker far away * can "pop" the laser lines if needed (knockback) * avoid saw lines; some are diagonals | |
10 | ||||||||||
11 | (Story Spoiler) | Yes | 69 | * hits hard | * kill the adds, then use the guns to hit him before he charges | * kill the pods before they open | * stand in towers * then: three circles with different elements (fire, ice, lightning) -- He'll get a buff for one; you need same -- So drag him into that same circle, and everyone stand in it to get the buff. (He'll also say the other two in his text bubble.) -- No buff = big damage + knockback. -- do not have to remain in the puddle after getting the buff | * train trash | * Ketu Slash -- tank buster * kill the add that spawns at the entrance * avoid the AoEs and proximity markers * destroy tethered adds before they reach their target | |
12 |
A | B | C | D | E | F | G | H | I | ||
---|---|---|---|---|---|---|---|---|---|---|
1 | ShB Dungeons | Duty Roulette: Leveling | ||||||||
2 | Duty Support? | Lv | general | First Boss | general | Second Boss | general | Third Boss | ||
3 | Holminster Switch | Yes | 71 | * mobs take a second to spawn from cocoons | * lots of line AoEs -- don't panic! plenty of time to dodge * boss charges along the line AoE * Pillory -- tankbuster | * literal gate * Gremlins put Slow on the tank, ugh | * Tickler -- tankbuster. (Sounds innocuous; is actually a tortue technique. TIL.) * stack marker + ground markers -- stack then move out * dots on characters -- boss charges in order from 1 to 4. Spread out so doesn't run over other players. | * cannot pop mobs early; next group spawns after previous dies. * South, East, West, North | * Headcrusher -- tankbuster * chain + AoE -- free the chained person * Right/Left Klout -- more than 180 degrees on the indicated side * Pendulum -- "get away" marker on tank + proximity AoE center -- jumps to tank, then jumps to middle -- later -- does back cone + frontal columns and rotates -- stay between the zones | |
4 | ||||||||||
5 | Dohn Mheg | Yes | 73 | * interrupt the gardener * bigger mobs have a tankbuster | * Candy Cane -- tankbuster * little water spouts become bigger (2 stages -- first stage is safe to stand on) -- bind + knockup -- try to avoid -- if one just exploded, that spot is safe | * coordinated bees | * intercept the lines -- yes, there's an extra. No, you can't get 2. * Swinge -- avoid that * Coiling Ivy -- binds you. Target your own vines to break them, then break out other people. | * some tankbusters on trash * interrupt the gardener | * Crippling Blow -- tankbuster * Virtuosic Capriccio -- AoE + bleed, rude * Imp Choir / eyeball (look away) * Toad Choir -- don't be in front of him * tightrope -- no, you can't jump across. (Thancred & Urianger are cheaters.) The Lyre must be destroyed else dead. * changed phase -- don't be in front of him, ever | |
6 | ||||||||||
7 | Qitana Ravel | Yes | 75 | * Big guy -- doesn't move; lasers shoot from the statues; hide behind walls (or not; damage seems almost neglible, at least on tank/Trusts. Oh, nevermind, hits hard on DPS; hide) | * Stonefist -- tankbuster * Lozatl's Scorn -- statue lights up; half-room AoE coming that side * Heat Up -- one shoulder starts smoking; boss does half-room AoE on that side * then they combine, so small slices are safe | * iguanas jump * lots of bats | * Ripper Fang -- tankbuster * Subsonics -- multiple room-wide + ground AoEs. -- also some stalactites fall and stand around the arena. -- next Soundwave, they fall toward their shadow. | * literal wall * the gorillas jump down after everything else is dead (can fake them out by pulling the mbos out of the arena) | * Rend -- tankbuster * Hound out of Heaven -- proximity-based charge, so get away; only hits target * Viper poison -- puddles around room + 1 on a player (even tank) * boss jump + pull-in + knockback -- avoid the poison (knockback immunity works on the knockback) * Confession of Faith (can watch which heads are charging): -- targets + conal in middle (spread to sides) -- stack marker + sides damage (stack in middle) * Glossolalia -- roomwide | |
8 | ||||||||||
9 | Malikah's Well | Yes | 77 | * it's trash | * Stone Flail -- tankbuster * Stack -- throws his tail orb at the stack, then jumps to his orb, picks it up, and does point-blank Right Round (so get in, then get out) * proximity AoE from center, then safe spot in center * adds | * more trash | * Efface -- tankbuster * giant center AoE, then four smaller AoEs + knockback. -- if melee range, knockback prevention or line up between AoEs * then boss spins while attacking straight in front of him; spin with him (no math required) | * rock piles become golems; can kill before Rebuild finishes | * no tankbuster, but hard autos * Intestinal Crank -- roomwide -- later spams it * Two main attacks: -- Breaking Wheel -- under boss safe -- Heretics' Fork -- glowy corners are safe (giant cross attack) * Crystal Nail -- summons four nails * Censure -- Nails do Wheel/Fork (same as last boss attack), starting from South and moving clockwise around the boss, then Boss does same again | |
10 | ||||||||||
11 | (Story Spoiler) | Yes | 79 | * pretty normal, though a lot | * finally, this guy * Rake -- tankbuster * Lumen Infinitum -- line AoE in the direction he faces (not very wide, though looks big) * Typhoon Wing -- he flies up: triangle under him -- shoots cones that way -- later, also "bombs" around the room -- one under the boss, too | * literal wall | * I'm just gonna assume that cube is an eater... * Catechism -- tankbuster * Exegesis -- match boss' arrangement to the floor (as if the boss fell straight down) -- faces are danger, open are safe * orbs will have safe spots near them (not always where you expect) * soak meteors | * pretty normal, though hit hard * last trash mob alternates left and right sides of the arena while orbs shoot lasers | * Divine Diminuendo -- after boss gets powered up, extra circles of AoE * Orison Fortissimo -- roomwide AoE * Conviction Marcatto -- glowy circles around boss -- line AoE front + lasers from circles * Feather Marionette -- 4 clones + boss -- boss is the LAST ONE that comes down; get to her -- clones do a basic version of the boss' attack (one circle or front column). boss does full attack. Find boss, dodge hers. * Solitaire Bing -- columns with balls & circles -- get on the last one to spawn; move back after explode * Sacrament Sforzando -- tank buster (column!) | |
12 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | ARR Main Story | Duty Roulette: Main Story | ||||||||||||||
2 | Duty Support? | Level | general | First Boss | general | Second Boss | general | Third Boss | general | Fourth Boss | Fifth Boss | |||||
3 | Castrum Meridianum | Yes | 50 | can skip some enemies. CANNOT SKIP CUTSCENES NOW. Inconvenient cutscenes throughout (actually, they seem to have triggers; had a run where they popped in good places). Yes, you will likely feel lost and useless in these fights. Everyone else probably vastly overgears them and is just burning through everything. | Adds AoEs | * searchlights spawn adds if you step in them * have to kill some adds for drops which are needed to blow up the locations | * Adds * AoEs * burn boss instead of last add | Cannon phase: * Tanks pick up first 2 groups while DPS circle behind to cannons and pew-pew. * Patrolling Colossus -- drag it back to the cannons for pew-pew * Another cannon area in the back | * Adds * burn boss instead of last add | * cannons again -- can start with back cannons, so if they're destroyed you can move to front ones (or, if front were destroyed first) * Colossuses * The Colossus in the last area spawn late, so wait for them before leaving the cannons * airship | * click on the marked pile to start loading the cannon * usually someone gives a countdown for cannons. One person to shoot with cannon gets enmity and it cannot be taken away; take boss to the center while the adds spawn/are killed; boss does NOT hit hard * 2-ish rounds with cannons, then next phase * AoEs -- Paralysis * pick up Adds, but can mostly ignore last Colossus (but watch his big AoE) | |||||
4 | ||||||||||||||||
5 | Praetorium | Yes | 50 | most trash can be avoided, except those with keys CANNOT SKIP CUTSCENES NOW. Inconvenient cutscenes throughout (actually, they seem to have triggers; had a run where they popped in good places). Yes, you will likely feel lost and useless in these fights. Everyone else probably vastly overgears them and is just burning through everything. | AoEs | * Interact with the terminal before going down the elevator * Get your magitek armor (empty suits along the way if you fall out of your suit; or just run far behind the group) * suit has "pet" bar to do attacks | * Adds w/ purple lines punt their target into the lightning, so kill fast * Boss punts, too | There is a huge cutscene before/during this fight; you will NOT be locked out because you are already in the arena. | * not always-telegraphed AoE attacks * can stand in his zone (Bleeding debuff while in there; cannot be Esuna'd; not terrible damage though) * avoid arrow-thingy (a big glowing X that will slash forward across the arena) -- but if your DPS is awesome, you won't even see this | There is a huge cutscene before/during this last sequence of fights; you will NOT be locked out because you are already in the arena. | * don't hit boss until "Look to the Light!" message; until then no damage, but can pull aggro * laser areas explode * Eye of storm - stack on boss * lots of ground AoEs * Plume dance -- inside/outside then outside/inside, so try to stand on the edge between the sets | Same boss, Pt2 * lasers again * magitek things like Qarn; destroy * Meteor -- rippling lines on floor; move away from center * when he teleports to center -- destroy before final cast | ZOMG MORE CUTSCENES SERIOUSLY?? | * AoEs * minor punting | cue a gazillion hours of cut scenes & credits Yay, main story is done! Congrats! (Now you just have ~80 main story quests before Heavensward!) Now go do the Hildibrand quests. Dooo eeeet! Hilarity will ensue! | |
6 |
A | B | C | D | E | F | G | H | ||
---|---|---|---|---|---|---|---|---|---|
1 | ARR Trials | Duty Roulette: Trials (see the end of the list for trials not in the Roulette) | |||||||
2 | iLevel | Phase 1 | Phase 2 | Phase 3 | Phase 4 | Phase 5 | Phase 6 | ||
3 | Cape Westwind | lv 50 | * One boss -- MT up by top gate (has a HUGE AoE, so want to pull as much away from the group as possible) * OT/DPS picks up adds down at the bottom -- drop exploding/fire persistent AoEs -- kill, then back to boss ========= Currently: burn boss. What are mechanics? | part of Main Story questline | |||||
4 | |||||||||
5 | D'horme Chimera | lv 50 Relic | * Same as boss in Cutter's Cry (easier here) * can pull it out of cave -- up by the top tree, Dragon's Voice AoE doesn't hit most of group b/c ground not level * generally, stack on boss' back leg (melee) or as far away as possible (ranged) * Dragon's Voice AoEs the whole zone except around boss (stack on boss or be below the horizontal cast) * Ram's Voice AoEs huge area around the boss -- STUN/SILENCE THIS. Does Paralyze and DoT * when you're marked, kite the ORBs until they explode (preferably away from party) * watch out for AoEs | part of Relic questline | |||||
6 | |||||||||
7 | Hydra | lv 50 Relic | * Triumverate -- splits damage over anyone it hits -- so can dual-tank to split damage (or could just, ya know, avoid) * Tail Swipe! * Radiant Breath hits mid-range, so ranged stand FAR * AoEs target players -- DO NOT STAND IN MIDDLE * Wyvern Add -- OT pick up; DPS kill as fast as possible (buffs the boss) * Fear Itself -- boss runs to the center; stack on boss to avoid Fear (this is why you want the center clear) * wyvern may spawn just before Fear, so pay attention | part of Relic questline EQUIP YOUR WEAPON BEFORE YOU GO IN!!! Cannot change once in. | |||||
8 | |||||||||
9 | Battle on the Big Bridge (Gilgamesh) | lv 50 Hildibrand sidestory | * Status ailment -- cannot Esuna -- run around/avoid AoEs/attacks until it wears off. You'll see ;) * AoEs | * transition to the next platform with easy trash * usually now -- pull it all to the final room and burn (boss doesn't appear until trash is dead) | * 2 status ailments -- cannot Esuna -- run around/avoid AoEs until it wears off. You'll see ;) * AoEs | ||||
10 | |||||||||
11 | The Dragon's Neck (Ultros) | lv 50 Hildibrand sidestory | * If entire party falls off at once = lose * but if only some fall off, can return to ring * tank them apart (Typhon has front/back cones) * make sure there's space in front of Ultros * Ultros will replenish Typhon's HP -- so hit T. first * Ultros -- ability that transforms *all* DPS (and DPS only) * DPS run in front of Ultros to collect bubble stacks (also, dodge AoEs) * Typhon goes to middle and glows -- DPS hit with the ability on the pet bar (if transform back to self, you got it) | * Typhon goes to middle and blows wind streams front and back, AND spins (wind will knock you off) * Ultros tank pull him out of the wind, else the bubbles will be swept away * DPS transformed again, collect bubbles, dodge AoEs * Typhon stops wind and starts to glow -- DPS hit him again * WAR can Holmgang if enough DPS die/can't stop Typhon (if one person in ring, fight continues) | * tank them apart again * new AoEs to dodge * Typhon goes to middle -- stack on him, and then run back to the middle against the wind | ||||
12 | |||||||||
13 | Battle in the Big Keep | lv 50 Hildibrand sidestory | * burn Enkidu * if turned into a chicken, jump in the whirlwinds * if tethered, run together | * burn the chains on Healers * burn the dragon heads * dodge the everything | |||||
14 | |||||||||
15 | The Bowl of Embers (Ifrit Hard) | lv 50 | * Tank against the back side * Interrupt Eruption casts -- Interrupt 3, let 2 go through, repeat * Rush -- jumps to random spot, then Rushes across; damage in path, so move (especially do not stand in the middle) * clones himself; all can Rush -- they go clockwise; run around the edge towards the first one, then continue running * plumes outside, then inside (same as before) | * 4 nails spawn -- black mage/summoner LB; destroy * nail dead, run to center during Hellfire for heals ----- * Farm method -- DPS is good, so no need to waste LB on Nails; melee LB immediately after Hellfire | * Eruption is stronger & can one-shot, so Interrupt (Interrupt 3, let 2 go through, repeat) * Clones and Rush again * watch plumes -- outside, inside, and new type: entire arena except near Ifrit, so everyone run there * Farm -- since LB not used on Nails, is up right after Erruption -- use | ||||
16 | |||||||||
17 | The Howling Eye (Garuda Hard) | lv 50 | * starts same at Story Mode -- tank at rock, jump/hide/Shriek/plumes | * Reckoning -- destroys rocks * whirlwinds -- tank in NW corner between the lanes * Adds -- They buff/heal G -- OT takes add with Red line & point away from group; DPS burn Green Add first then Red * whirlwinds rotate around center; tank pulls to open area * Destroy the Satin Plume ASAP (puts you all to Sleep) | * Eye of the Storm -- run to center * Adds spawn again -- same cycle as Phase 2 until G is dead | ||||
18 | Farm | Novus Light Farm method | * Yes, this is synced. She's a chump now. * beat on her until she jumps * Pop cooldowns, wait for her to land, continue DPSing * ignore plumes * jump to center = follow & keep DPSing | * Reckoning * (can hit plumes to keep combos/GL going) * tank Garuda south. Burn Garuda. * jumps for sisters -- keep hitting G until sisters arrive * if DPS is low, kill green sister; else OT or healer can hold them * if sisters jump, pop cooldowns, keep going on G * melee LB as soon as you have it | What's a Phase 3? o.0 | ||||
19 | |||||||||
20 | The Navel (Titan Hard) | lv 50 | Cycle 1: * Landslide > Stomp (Tumult) (repeat), then Jump * Jump/GeoCrush -- stand by red zone (same as normal). Platform gets smaller :( Cycle 2: * Plumes (Weight of the Land/AoEs) > Landslide > Stomp (repeat), then Jump * Jump/GeoCrush. Platform gets smaller again. >.< * two options with plumes -- stack up to concentrate them (then RUN!), or spread out to spread them out (you can survive 1, but not 2) Cycle 3: * Landslide > Plumes > Bombs > Landslide > Plumes > Gaols > Stomp (repeat), then Jump * Bombs -- always explode in same order that they spawned; tank, try to eat only 1 bomb, if you have to -- Circle pattern -- stand in middle until last one (center) spawns and 1st is circle explodes, then move to 1st's place -- X pattern -- stay out of middle; big gaps on outside, so stand there * Landslide comes IMMEDIATELY after the Bombs, so watch where you run * Gaols -- same as normal; break them out | Heart Phase: * Destroy the Heart (same as normal mode) with the addition of: ** Rock Gaol - break this one out ** then Landslide > Plumes > Stomp, then ** Rock Gaol - do not break this one out until Heart is dead ** then Landslide > Plumes. to dodge as well. Yay. Ends with Earthen Fury (aka, BOOM). | * Table Flip (Mountain Buster) > Stomp > Plumes > Bombs > Landslide > Table Flip > Plumes > Gaols > Landslide (repeat) ** Table Flip/Mountain Buster: big hitter (3-4.5k) -- keep the Tank topped off & Stoneskinned ** Bombs -- 3 rows of 3 -- stand first in last outside row to spawn (at one end; try to stand close to only 1 bomb, in case you get hit; can probably survive 1, but not 2); middle line explodes first; then run there Boss Tip: Avoid the Everything. | ||||
21 | |||||||||
22 | Thornmarch (Good King Moogle Hard) | lv 50 | Kill Order (MARK THEM -- marks stay through phases): There are varying kill orders recommended: 1. BLM > PLD > WHM > BRD > THF > WAR/RNG (prevents Taunt/charm debuff; can be Esuna'd) -or- 2. BLM > WHM > BRD > THF > RNG > PLD > WAR (w/ Taunt) This fight is a DPS race: * 3 minutes to kill at least 3 Moogles (to survive opening of Phase 2) * PLD is sitting out first (MT); BLM spawns shortly (OT, DPS) * Stun/interrupt BLM Pom Flare * more moogles: ** MT = take WAR to RNG | * Opens with Memento Moogle for AoE. It's weaker with every Moogle that died before. * King Mog inherits abilities of dead Moogles & will use them frequently * MT attack KM while he's casting MM to build hate. After MM, OT use Flash/Overpower to grab WAR and PLD. DPS on the marked Moogles. * tanks should move their targets to opposite sides of the arena and then circle away from each other. Keep them on the edges! * healers -- keep ranged DPS beween you and the PLD * interrupt BLM again; when she dies, KM casts meteors -- dodge 'em! * Same kill order as previous; can ignore the 6/7 Moogles & burn King * After WHM dies, KM casts Pom Holy for 2300 dmg * lots of lots of AoEs | Kill Orders: 1. BLM - Pukla Puki 2. WHM - Furryfoot 3. BRD - Puksi Piko 4. PLD - Whiskerwall 5. WAR - Ruffletuft 6/7. THF /RNG or 1. BLM - Pukla Puki 2. PLD - Whiskerwall 3. WHM - Furryfoot 4. BRD - Puksi Piko 5. WAR - Ruffletuft 6/7. THF /RNG | Visual Guide (not mine): http://i.imgur.com/3ynW8Vo.png | |||
23 | farm | Mark: 1. BLM > WHM > BRD > THF/RNG (doesn't matter which) 2. PLD/WAR as ignore Kill all moogles (is easy now) | * MT takes King to one wall * OT grabs tank moogles (is why marked in first phase, to find easy) * burn 1-4 * then burn King | 1. BLM - Pukla Puki 2. WHM - Furryfoot 3. BRD - Puksi Piko 4. (whichever) | |||||
24 | |||||||||
25 | The Whorleater (Leviathan Hard) | lv 50 | This is apparently called "Hard Mode" because there are 8 people. But it should be called "Normal Mode." You have to work to die. * Melee/physical on the tail, because it's the rear. (Reflects magic damage) * Magic on the head. (Reflects ranged physical (BRD & MCH)) * Kill adds quickly. * turn on the generator once it's active. | * TURN ON THE GENRATOR. * Seriously, do it. (On light farming parties, because we burn him past his dives, Levi may be on the "wrong" end of the platform here. Healers/ranged, pay attention for the generator location.) | * PLD can stun add that casts Dreadwash (good practice for EX) * Dreadwash puddle gives Confuse, so player will run around helplessly (in EX, you'll run off the platform. Bad times.) | ||||
26 | |||||||||
27 | The Striking Tree (Ramuh Hard) | lv 50 | * If you get marked for Terror, run behind Ramuh so people can see you! * If someone is Terrored, strike them with the lightning circle * (if no one is zapping Terrored folks, run under Ramuh -- he'll zap you himself. You'll live.) | * kill adds ASAP (Nails) Judgement | * leave orbs: ** if tethered, one person grabs 3 orbs in a row to break * ignore the add here and burn Ramuh | ||||
28 | |||||||||
29 | Akh Afah Amplitheater (Shiva Hard) | lv 50 | * watch for white AoEs on white surface * run out on Hailstorm/staff change -- don't stack Hailstorm circles on other players * four adds spawn (like Nails -- kill ASAP) Icicles: 2 types: * five circles (middle, four corners) -- stand between outer circles * "bomb" pattern -- outer edges in overlapping pattern, then middle -- wait for outer ones to start exploding, then run to that spot when it's clear -- when middle is clear, run back | * stack in middle for Diamond Dust | * when the floor "fogs" up -- incoming slipperly floor -- don't move your feet! else you slide * frozen if you hit the wall * Icicles repeat | ||||
30 | |||||||||
31 | The Chrysalis | lv 50 | * tank and spank ** but, OT pay attention -- when boss uses Double and Triple, the Spark attack does more damage; if healers aren't on point, MT will go down ** could also work out when to swap (though no stacks to note) * Orbs -- pop them before they reach boss -- alternate between black and red (to remove the debuffs) * repeats 2x * then starts teleporting around and casting a long column AoE and Quake III | AT 20%: * casts a room-wide Bleed * can run to the edges to prolong it, but will suck you in eventually. So before that: * POP ALL YOUR BUFFS and then run into the center rift * aim to get the debuff to 0, but buffs are also super important ** In Next Phase, all buffs (and debuffs!) that you had up WHEN YOU ENTERED will last for 10x as long ** ** this includes Hallowed Ground and Living Dead ** ** Yes, you can be nearly invulnerable for a while ** ** TANKS -- POP SPRINT, too ** | ** In this phase, all buffs (and debuffs!) that you had up WHEN YOU ENTERED will last for 10x as long ** ** this includes Hallowed Ground and Living Dead ** ** Yes, you can be nearly invulnerable for a while ** ** TANKS -- POP SPRINT, too ** * one tank per meteor * first meteor drops a Tear -- must be DPS'd down before the center meteor falls -- melee LB3 * best strat -- melee take first/early meteors, then tanks take meteors * Destroy the Tear to return to the first room. Not destroyed = Auto Wipe | Back to the first room/phase Phase 1 repeats until he's dead | |||
32 | |||||||||
33 | The Steps of Faith | How to win: | Note: This fight has been severly nerfed. Now he can be easily beaten with a bit of cannons, some regular ol' DPS, and a Dragonslayer or two (or even not). Focus on the BOSS. DPS on Vishap. Tanks drag adds into hitbox so cannons can down them. (No, srsly, DPS, do not focus the adds. This fight is easy. Stop trying to make it hard.) | Still need to have someone on DK. | Still want/need someone on DK. | Should not even really see this phase any more. | |||
34 | lv 50 | It's like Stone Vigil HM 2nd boss (he's even here), with a TON more adds and a giant advancing dragon. Note: if you die, respawn and use the shortcut to rejoin. Kill Vishap before he reaches the end. * 2 on cannons. Hit adds + boss. -- left attack -- Slow pool; limited shots (but use them!) -- right attack -- standard shot -- Spam this -- down attack -- Stun -- use on big adds, esp. tortoises * when boss does frontal cone at cannons, GTFO -- they explode and do AoE damage * other DPS -- one on Big Add and/or AoE (hit boss also) -- one on Boss * Tank: best to single-tank if you can, and let the other tank man a cannon to free a DPS for damage. -- You don't need to tank the boss; he's just gonna walk forward and do frontal cones. -- pull adds under boss (into his hitbox so cannons hit boss AND adds); his hitbox is actually pretty small -- if you stand between his front feet, probably good -- watch out for foot stomps; big damage When boss is attacking the next wall, DPS him/adds | Repeat Phase 1 New: After 1st cannons are destroyed, the boss-DPS runs up the tower (use Sprint): * Big Red Circle on ground * WAIT FOR IT * Wait until Vishap is on top of that circle, then fire the Dragon Killer (Note: do not jump down -- you're in combat, and you will die) | Repeat Phase 2 (Note that tower is on the opposite side) New: After 1st cannons are destroyed and you've moved to the 2nd, WAIT for boss's column attack on gate. * Now: Cannon DPS move up to the Snares standing in front of the cannons and Use them when he does his column attack, else Vishap will dodge the Dragon Killer * THEN tower DPS fires Dragon Killer | Repeat Phase 3 (Note that tower moved again) Tanks be sure to pick up adds before they reach the barrels of gunpowder; want those to explode only when Vishap is nearby | ||||
35 | Main | ||||||||
36 | ARR | HM Trials not in Roulette | |||||||
37 | iLevel | Phase 1 | Phase 2 | Phase 3 | Phase 4 | Phase 5 | Phase 6 | ||
38 | Ultima's Bane (Ultima Hard) | iLv 61 - Sol: 15 Poe: 7 | * 10 minutes until he casts Ultima (party wipe) * Tanks need to rotate after 3 stacks (the Tank will explode after 5 stacks) * Select a Bomb leader (DPS or tank) Garuda/Titan * watch which way Garuda is looking, and try to position for Ultima's knockback attack so you'll avoid her AoE ** knockback happens just before her attack goes off, so if the knockback will knock you OUT of the attack area, you're fine * Purple tornado (Eye of the Storm) followed IMMEDIATELY by GeoCrush - Stand just at the edge, then run to the very edge asap before Titan lands in the center | Titan/Ifrit * Plume dancing (same as regular Ultima fight), but FAST. Move the instant they detonate. * Tank purge -- Stack for AOE heal * Order: Outer, Inner, Tank Purge, Inner, Outer (repeats until dead) | Ifrit * Eruption: 2 people will be targeted at once. Run TOGETHER and keep running in the same direction around the edge (e.g., clockwise). Do not run them into the Tank (or the group). 3-5 Eruptions. ** If you run opposite, cut back up the middle to avoid the other side. Eruptions take a while to explode. ** (You can probably eat one Eruption w/o dying.) * Plumes + Rush: Do not stand in the middle (all Rush go through middle). ** Plumes -- 4 corners, then line. Rush is during the line plumes. ** When Plumes spawn, look directly across the arena. Ifrit looking back at you? Dodge. No? Stay/avoid plumes. ** Better to eat one Plumes than get hit by Rush. * Order: Eruption, Tank Purge, Plumes/Rush (repeats until dead) | Part 1: * Boons (Bombs/Orbs) -- Party wipe if the bombs fuse with the one they're tethered to. Everyone except MT & Healers group on Bomb Leader and kamikaze 1 bomb in each pair; the damage is shared among all who hit it. (Or OT can kamikaze himself.) ** South first, then West. * Should have plenty of time to take out one set, heal, and take out the other. Time is important, but so is being alive. * Aetheric Boon knocks everyone backwards -- be sure to regroup before kamikaze | Part 2: * Magitek Bits #1 -- spawn in center; focus 1 at a time, starting behind Ultima, then clockwise * Airships #1 -- hit East and West. Tank should be North anyway; everyone else run SOUTH, except one healer for Tank. * finish destroying Magitek lasers. Part 3: * More Bombs. N-S has shortest tether; take out ASAP. * Aetheric Boon. Regroup, heal, kamikaze. | Part 4: * Magitek Bits #2 -- spawn on outer edges; take out 1 at a time (usually start NE b/c melee are grouped there on Ultima) * Airship #2 -- hit NE, SE, SW, NW. Run to CENTER, but watch for lasers targeting there * after Airships hit, back to lasers. Part 5: * Bombs. 4 pairs, all short tethers. Can have tank cast LB3, then have 2 people kamikaze two bombs each while everyone else dps Ultima. ** If no LB3, sacrifices must be made. If the bombs fuse, the party wipes. * Aetheric Boon. Regroup, maybe heal, kamikaze bombs. | |
39 | Cliff Notes: | If Garuda gets off 2 Eye of the Storms, then it's likely overall DPS is too low to win at all | Plume dancing | Plumes -- 4 corners, then line. Rush is during the line plumes. (Again, if 2 Rushes, likely DPS not high enough to win) | Boons: ** South ** West | Airships: ** run South Boons: ** South | Airships: ** run Center Boons -- TANK LB: ** NW, NE, SE, SW | ||
40 | |||||||||
41 | Urth's Fount (Odin HM) | iLv ? - Sol: 15 Poe: 7 | * Silence Einherjar (one guide says you can; another says you can't) * Watch out for Sanngetall on tank (hits for ~8k unmitigated) -- can run through when he's casting to delay the cast by 1-2s (but not avoid it) * When purple circles come out, don't overlap (they're HUGE) * Kill Gungnirs asap. * Dodge all the AoE. | Zantetsuken * He goes to center at 15% and starts casting * finish = Unavoidable 99,999 damage to the entire raid... so, probably a wipe at that point * everyone's a DPS -- pop cooldowns and burn Note: try not to push him to this phase until all Gungnirs are down | |||||
42 |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | HW Trials | Duty Roulette: Trials | ||||
2 | iLevel | Phase 1 | Phase 2 -- "Nails" Phase | Phase 3 | ||
3 | Thok ast Thok (Ravana HM) | * Yes, you can fall off. * when the walls fall off, make sure there's a wall behind you, so when you get knocked back, you don't get knocked off * giant AoE that divides the zone into quadrants + 2 HUGE AoEs centered on 2 players. -- each marked player gets a zone to themselves and gets next to the wall/edge -- DO NOT OVERLAP THE OTHER MARKED PLAYER (death for both) -- everyone else in the empty areas * immediately after, floor AoE with only middle as safe zone | * kill the Spirit Mana (smaller) ASAP * kill the Moon Mana quickly, too * each one that completes its cast will become a Sword * each Sword is a huge AOE during the ultimate * 3 seems to be the limit that will cause a wipe (4 will wipe from the Swords alone; 3 wipe from Ravana's next attack) | * marked players (sword mark) -- # of swords indicates order of hit -- get away from other players -- like Meteor Stream in T9 -- boss jumps, then sequentially dives on marked players + AoE around them * In his "Defensive Stance", attacks the 2nd threat target (should be OT) | ||
4 | ||||||
5 | The Limitless Blue (Bismarck HM) | * Yes, you can fall off * kill adds * hit the generator (like Levi) when Bismarck is revving for his big attack (hit too early means it runs out before the 2nd slam) -- by the way -- the ISLAND is taking damage. Too many slams = island dies = plummet to your death o.0 * use Dragonkillers as soon as active (not like Steps -- just need to interact) * Kill the scale (probably won't get it all in one go; that's okay). Must be in melee range (on his back). Constant bleed-like damage. Jump off when he starts to shudder. | Two bigs adds -- separate so they don't link ***These are the Nails*** If the sky starts turning really dark, LB the last one -- that's the sign of the Ultimate coming up | * Adds + Twisters * Otherwise same as P1 * new thing to kill on Bismarck's back: the "final" boss | ||
6 | ||||||
7 | The Singularity Reactor | Main Story | * Dodge AoEs. Kill all Adds. * Dragon's Gaze -- turn away. * at very end, boss has no aggro table (but doesn't hit hard). | |||
8 | ||||||
9 | Containment Bay S1T7 (Sephirot) | The Warring Triad (side story) | * cleave and AoE * arrows pointing at you (Echidna marker) -- stack to share damage * don't overlap the circles * when he turns to a random player, get behind him. Massive frontal blast + vulnerability stacks. * can't fall off in this phase | Sephirot invulnerable: * kill all adds * big adds need to be tanked; have tankbusters | * CAN fall off in this phase * Pillars of Mercy -- circle punt around the blue circle. Position to be knocked back to a safe spot. (Short distance, though.) * Earthshakers -- line from boss to target. Targets should run wide to the edges, raid should be in the center. * crouches down & starts to blow -- stack close for knockback, move forward * Adds: -- tanks grab Binahs. Everyone destroys Storm of Words first. -- also plumes -- avoid. -- another set of Earthshakers * Big Arrow Marker (Echidna again) -- stack in the puddle from the Storm to jump over Sephirot's sweep move. (Jump rope, get it?) * Da'at -- spread (splash damage) * spheres -- roomwide AoE damage (looks scarier than it is) * Towers -- one person stand in each (else wipe) * (Third set of adds does not have a Storm. Hard enrage time.) | |
10 | ||||||
11 | The Final Steps of Faith (Nidhogg) | 205 | * jetturras spawn under players (second boss Halatali HM) -- run out * Hot Wing -- covers all the arena from his flanks outward; safe zone in the center * Hot Tail -- column AOE down the middle; get to the sides * pulsing AoE -- get away * little markers + circles around you -- spread out * Ravana-like columns (italics -- I can't remember if it's Phase 1 or 3, or both) | 3 Adds: * snake -- one tank. (First boss Aery.) Lightning bolts. They hurt. * lizard -- one tank. (Second boss Aery.) Poison. * standing dragon -- middle. No aggro table; wanders around. (Last boss Stone Vigil HM.) Don't stand near/in front of him. Watch for his windup animation, and avoid his unmarked cleave. * Options: -- burn down the 2 tanked ones, one at a time, while avoiding roaming, then third -- tanks hold their adds while group burns third, then others. (This is probably the better DF strategy for the normal-mode trial. However, note that in EX, this add must die last). End phase: Stack for shields and heals. The circles are for decoration. It is not standing in the circles that makes you survive -- it's when the adds die, and then Mortal Chorus (knockback) hits. (There's a point just before Chorus that's the actual "checkpoint".) If there are any adds still alive at that point, you will wipe no matter what. 1 person per circle doesn't save you. | * Ahk Morn! Same arrow/"stack here!" indicator as Echidna and Brute Justice. -- STACK AND STAY until it's finished. There are multiple casts in a row, and the marker doesn't stay up for all of them. -- may be helpful to put a marker in the center of the arena, and everyone stack there. * little markers + circles around you -- spread out * column attacks toward a target * Eyes -- they spawn in an X around Nidhogg, and then blast out in those directions (so like Void Ark third boss tentacle slam) -- may also spawn in corners (either X or + directions) | |
12 | ||||||
13 | Containment Bay P1T6 (Sophia) | The Warring Triad (side story) | * Aero II -- AoE circle -- get out * Thunder III -- big donut -- safe spot in her hitbox and far outside * Daughter -- head spawns on one end; does column attack; get out of the way. * Quasar -- meteor-like drops; run away | Adds kill order (not name): * #1 - healer -- has a gaze attack; turn away * #2 - lancer -- drops ice circles * #3 - tank -- has directional parries (knocks you away, like Ravana) | * Quasar now = Scales -- # of tethers shows you how many weights on that side. More weights = that side is going down. So get on the side with fewest tethers (should be 1). * adds spawn 1 at a time again. Same abilities as add phase. * Mostly a game of "Don't fall off!" * Dark and Light circles -- match up with one opposite color | |
14 | ||||||
15 | Containment Bay Z1T9 (Zurvan) | The Warring Triad (Side Story) | * Don't stand on the glowing platform. | * Kill the casters first. | * Match your color to the circle. * Stack marker = stack (run back to center) | |
16 |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | SB Trials | These are also in the Trials Roulette | ||||
2 | notes | Phase 1 | Phase 2 -- "Nails" Phase | Phase 3 | ||
3 | Pool of Tribute (Susano) | lv 63 | ******** Listen to Susano ******** He usually tells you which mechanic is next with his audio cues ------------------------------------------------------------------------- * AoE circles * Orange marker -- knockback + stack -- sometimes with very small column of safe zone ("The seas part for we alone!") * Clouds -- bait the large column away from the group | * tank needs to click on the "Sword Shadow", then click button * party in center to DPS the sword * OT can pop bubbles (NE, then clockwise) * repeat * stay out of the center on Ultimate | * Stormsplitter -- tankbuster (giant cleave, actually, so don't stack) * Gaols ("Earth and Stone at our beck and call!") -- one person sealed, but extra stones -- destroy the right one (should be last on the enemy list) * mechanics from the first phase | |
4 | ||||||
5 | Emanation (Lakshmi) | lv 67 | ********* New Mechanic ************* Active Time event: Vrill -- use to avoid her big attacks; pick up balls to recharge ----------------------------------------------------------- Note: Yes, you can fall off. Pre-fight: 2 adds, one tank each is usually better Lakshmi: * Cross-flower marks: Find a safe spot and STOP MOVING so everyone else can adjust around you. * Circle flowers: drops puddles that grow, so drop away | Ultimate + VRILL. * Divine Denial -- knockback. Knocked off without Vrill. * pick up new Vrill. No add phase. ********* IMPORTANT MECHANIC Next phase******** The Blue Marker targets #2 on the aggro list. Ideally this is the OT, because the attack hits hard in Black Aura phase. DPS and Healers, PLEASE watch your aggro and use aggro-dumps as needed to not overtake the tanks. (OT: Provoke + Shirk) ************************************************* | Black Aura Phase: Chanchala * basically, VRILL everything and replenish your VRILL * Blue Marker on #2 -- VRILL * Pall of Light: Stack: VRILL * Alluring Arm -- both cross-flower and circles -- VRILL * tankbuster -- Pull of Light -- VRILL Repeat Normal phase. | |
6 | ||||||
7 | Royal Menagerie | Main Story Lv 70 | Can fall off * MT and OT constantly targeted by auto-attacks * Tidal Wave -- knockback -- stand next to it -- avoid puddles at the moment * Stack marker * Ahk Morn -- tanks stack to share damage; as usual, extra hit each time * dodge ice columns; also roomwide AoE * Earth Breath: Orange markers -- giant cones from boss to targeted players -- get in the front corner to minimize; can stack (plenty of time to get out) * Hellfire -- get in the puddles * Judgement Bolt -- avoid the puddles; AoE damage | Add Phase: * Proximity bombs; find the safest spot * Adds themselves aren't too bad * avoid AoEs * 3 waves Ultimate * Active Time Maneuver -- hit the button multiple times to break free | * GIANT line AoE + knockback; find the safe corners * Tail -- slams down on 2 tiles, damaging them -- avoid the slam, then kill the tail -- if Tiles are hit more than once, they will break and there will be a gap in the platform (also anyone on them will fall) * Chains -- run apart to break * purple markers -- spread apart, avoid puddles; splash damage "Mini-Ultimates" when the Aether Gauge is full: * Diamond Dust: STOP MOVING at the end, else slide off * Earthern Fury: raid AoE * Aerial Blast: cyclone in center: small knockbacks (like Thordan Ultimate), so run back in | |
8 | ||||||
9 | The Jade Stoa (Byakko) | Four Lords side story | * Stormpulse --roomwide AoE * Heavenly Strike -- cleave tankbuster * State of Shock -- grabs random player; throws them to stack marker; everyone stack there * Sweep the Leg -- 270 AoE; avoid it * Unrelenting Anguish -- avoid orbs * Fire and Lightning -- column AoEs * Add -- tank grab; avoid AoEs; then "get away" marker on tank * Roar of Thunder -- get add's HP as low as possible | Falling phase. Avoid the stuff. | * Hundredfold Havoc -- two sets of lightning circles that "walk" to the edges. Avoid. * spread markers * Distant Clap -- safe spot in melee range Now he just mixes things together | |
10 | ||||||
11 | Castrum Fluminus | Main Story | * Torment Unto Death -- tank buster. Is a cleave. * Reprimand -- roomwide AoE * kill small adds * Fans -- (Shiva circles) -- will explode in the order they appear; middle always first -- find safe spot, wait for middle, move back in | Kill adds. Tanks pick them up so they don't charge the meter -- Second set is two groups on opposite sides. One tank to each, drag together to AoE down. | * Stack Marker (normal one) -- is an Akh Morn-type ability; stay in the stack until it's finished * Moon phase -- switch sides before the moon fills up (4 stacks max), else dead (5 stacks) -- stand in open spots around the orbs * Fans -- now with stack markers and giant conal attacks -- dodge or stack as appropriate | |
12 | ||||||
13 | The Great Hunt | Permanent cross-over event | Like Stone Vigil HM final boss: watch the boss' animations to see what he'll do. Attacks can be in any order. General tips: * Boss does not respect aggro. * Dodge. Dodge. Dodge again. * If he's looking at you, strafe sideways. * take the Return if you die * Duty Action: Potion * melee safe spot = his left leg (generally) * adds -- tanks pick up and tank as close to boss as possible, as boss attacks will damage adds -- adds actually start with aggro on the boss but can be easily peeled off with healing aggro, so proactively protect the healers -- abilities that mark players can also damage adds | Garula + riding Rathalos * Add (boss from Bardam's Mettle) charges in, stuns everyone, and knocks down boss. Tank pick up this add -- BIG CLEAVE. * 1 DPS/tank click the interactable thing next to the boss' head. Mount for an Active Time Manuever. After the add is dead, boss flies N to do fire attack wave on arena. LoS the boss behind the dead add. | General: same as P1: watch boss animations * Fireballs -- stack to share damage; place to outside * each attack increases the "Down" meter * when boss goes down, kill the tail * stay on his tail-side | |
14 | ||||||
15 | Hell's Kier (Suzaku) | Four Lords Side Story | Cremate -- tankbuster Screams of the Damned -- roomwide AoE spread out markers birds -- revive and tether to a player. Group 'em in the center & burn 'em. Phoenix Down -- aka, Nails. Burn the center one; stack there. (Any feather AoE also raises birds with buffs. Since they were killed in the center though, none should get hit) | DDR Phase: Orbs + Circles/Arrows * one circle each. Face in the direction your arrow points to light up the circle. | ... the CENTER of the arena is gone now, too... Ruthless Refrain: knockback Colors + rotating bird: * v1: one orb in each section; matches the section color/glyph. Bird flies into the orb = that section explodes. Don't be there! * v2: a line of orbs somewhere on the arena; as bird flies through each orb, the corresponding section explodes. Don't be there! Well of Flame: giant pillar in one direction Meteors | |
16 | ||||||
17 | Wreath of Snakes (Seiryu) | Four Lords Side Story | Fifth Element -- raidwaid Infirm Soul -- tankbuster Seiryu jumps: displays a horizontal image above the floor at his position * dragon: get in ("drag in") * yin-yang: get out | Summon shiki: lots of things appear = dodging * fans -- take red (horned) tethers away (column charge to player) -- rest stack on blue tether (+ marker) * ogre-thingies -- big circles on sides (avoid) * tengu-ish adds -- column AoEs + tethers from golems -- point tethers away from group (giant cone) * "head" adds -- explode on death for raidwide, so space apart deaths! Ultimate so pretty... ... oh, wait, we're drowning | Go toward the sneks so you stay on the platform after they sweep you * stack so you're stacked for the stack marker Boss from Swallow's Compass: * will hit half the arena. Avoid the side on which he pulls his hand back. * when he pounds the middle, don't be there * later: middle + arrows = get on edge of middle marker Now Seiryu + Shiki = dodge all the things circles along the edges = 2 in each | |
18 | ||||||
19 | Kugane Ohashi (Yojimbo) | Hildibrand side story (starts in ARR) | * butterflies = AoEs * well that escalated quickly! * cross-hatch AoEs -- dodge 'em * markers -- first a targeted attack, then leaves a donut AoE behind (safe spot in middle), so spread out * triangles (Doritos) = stack with at least 1 person * dragon heads -- find safe lane | * "get away" arrow markers on tanks -- get away -- proximity AoE -- Adds -- no aggro at start; tank 'em * still some AoEs to dodge Ultimate | * "get away" on MT -- where boss will drop * orbs -- find safe spot (always corners?) * CHAINS -- 4 players (tanks & healers?) stuck -- kill chains ASAP * Zanma Zanmai -- takes everyone to 1 HP -- stacks for heals * column AoE down center, then narrow safe lane in center -- wait for first AoE to actually end, then move in * dragon heads + a couple of orbs (seems to be on players?) * butterflies sneak in there somewhere, too | |
20 |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | SB Trials | These are also in the Trials Roulette | ||||
2 | notes | Phase 1 | Phase 2 -- "Nails" Phase | Phase 3 | ||
3 | The Dancing Plague (Titania) | * Divination Rune -- big frontal cleave tankbuster * water puddles -- stand in 'em to avoid adds * stack marker -- in puddle * get in when she marks safe spot in, out when point-blank * Transition to outside -- there are rails! * Growth Rune -- grows in the arrow directions; stand in safe areas | * long adds phase * can stack them * order doesn't matter (in Normal). Mustard doesn't need a tank, but others do. * knockback from center (don't be IN center) * other AoEs and such | * starts combining elements from earlier phases | ||
4 | ||||||
5 | Crown of the Immaculate (Innocence) | * really let himself go from the trailer. ...oh, there we go. * dodge the AoEs * curved lines rotate * blue lines go out, pause, then come back | * stationary * kill in order of tether, then kill center | * 3 biiiiig cones with 3 small safe cones * line stack marker * dodge the AoEs * jumps to one side -- proximity-based charge down middle = get to sides | ||
6 | ||||||
7 | The Dying Gasp | * rails * Ravenous Assault -- tankbuster * Bad Faith -- two walls. Stand on non-spiky sides. * avoid the spinny-plates and their ground targets (one in the middle, too) -- explosion is bigger than it looks * double -- next mechanic happens twice | * lots o' adds, plus AoEs | * no rails... * constant auto-attacks on MT * Shadowstream -- blast down the middle * Echo of the Lost -- arm to one side -- get behind it * Polydegmon's Predation -- arms in close -- stand in center (slams sides) * Hellborn Yawp -- earthshakers -- big cones (move to sides; Echo/arm next) * Captivity -- pulls anyone caught inside the AoE into the gaol * Doom + circles -- stand in 'em * ball in center -- kill it (plus stand in any circles) * targeted AoEs go out one at a time, so don't think you're safe * Black Cauldron = Enrage -- wipe if it finishes | ||
8 | ||||||
9 | Cinder Drift (Ruby Weapon) | Stamp -- tankbuster (no swap) Flexiclaw -- patches of earth spiral out; ends explode; find safe spots between * Liquifacation -- ground turns to quicksand -- must stand on hardened ground * Undermine -- earth will explode; stand on normal ground Flexiclaw + Helioclaw -- spiral AoEs; avoid Stacks -- don't stack the stacks! Charge -- arrows show direction (also how WIDE the boss is) | Checkpoint. If you wipe, restarts here. Negative Personae -- adds. Tanks keep 'em apart. * Meteor Stream -- DPS * Ruby Claw -- tankbusters from adds Comets -- avoid the proximity, then hide behind them Mark II Magitek Meteor-- "walking" arrow markers; when it ends, tanks should step in to the final circle * anyone can take them in Normal | Brandamante -- markers = shoot columns Outrage spam = heavy raidwide damage kill it. | ||
10 | ||||||
11 | Seat of Sacrifice | * FIRST THING: Everyone gets Walking Dead. Must heal equal to their max HP. * anything with "Fire" -- STOP. Sheathe weapon or untarget boss. Stand still. Else Pyretic. Hurts. * anything with "Blizzard" -- MOVE. Else frozen in place. * don't be inside the triangle when it completes * get away from the dragon side * The Bitter End -- tankbuster * Elddragon Dive -- roomwide (not actual dragon dive) | * QTE -- just click like normal; you can't "complete" it like others. Only pretends to be intense. * still must complete even if you're dead o.0 * after QTE, THAT cutscene. (Note: if you join in-progress, you don't see that cutscene.) * boss has LB4 -- rude. tank LB3 to counter. | * 2 players in each meteor * red markers -- giant cone in your direction; avoid players with these! * line markers on both healers -- split and stack * ninja -- watch for water spout; either get to that side or use immunity * don't be inside either triangle when they complete * tethered to giant dragons -- cones at target; turn them away | ||
12 | ||||||
13 | Castrum Marinum (Emerald Weapon) | Emerald Shot -- tankbuster Optimized Ultima -- roomwide AoE Emerald Beam -- rotating conal AoEs. Only the first is marked! * Keep running around the center until he stops rotating Magitek Magnetism -- bombs * two bombs have +/-; 3rd is stationary * normal rules of magnetism apply: -- same will be repelled to outside; middle will be safe -- opposite will be pulled to inside; outside will be safe | Sidescathe -- half-arena AoE, on side of boss that is glowing. Fastblade -- blue circle AoE knockback Split -- hands spawn orbs that move across the arena (meet in middle, then continue on their paths) | Primus Terminus Est * 3 AoEs on ground + 3 line AoEs on players -- line AoEs will knockback, so avoid the ground AoEs Fire Away -- soldiers * look for the solo soldier; stand there for first * move to column next to it for second | ||
14 | ||||||
15 | Cloud Deck (Diamond Weapon) | * targets both tanks (aggro does not matter) with a line AoE * triangle "get away" marker on both tanks -- take them away (one on other platform, one in top corner seems good) * watch which side lights up with light blades; jump to other platform | ||||
16 |
A | B | C | D | E | F | G | H | I | ||
---|---|---|---|---|---|---|---|---|---|---|
1 | ARR Dungeons | Duty Roulette: Level 50/60/70 | ||||||||
2 | Level-Synced to 50. This means Shield Oath, Defiance, Aetherflow, Fists of Fire, etc. GET TURNED OFF when you load in. Put them back on. | |||||||||
3 | iLevel | general | First Boss | general | Second Boss | general | Third Boss | Fourth Boss | ||
4 | Wanderer's Palace | lv 50 | * Giant Tonberry stalker -- do not let it catch you * kill all Tonberry mobs for oil drop | * frontal cone targets random person * AoEs | * Giant Tonberry stalker -- do not let it catch you * kill all Tonberry mobs for oil drop | * adds -- kill * BLUE Add heals boss -- #1 * Fixate -- runs after random party member -- kite it if you're weak (else just "tank" it and pop a cooldown or two) | * Giant Tonberry again * Can save LB from 2nd boss & pull everything for caster LB * if Stalker is coming, someone grab the oils and open the door | * tank in the center * #Adds killed puts a stacking buff on boss that increases his damage * Boss uses Grudge, which does damage based on stacks (uses the stacks) * Once adds reach boss, they become "normal" adds (and will go for healer) * Ignore/avoid the slashers, while killing the other adds/watching Grudge | ||
5 | speed run | * sleep first Tonberry, else kill it then Flash next 2; grab spawns at top of stairs; stop at first Tonberry * 2nd pull -- grab all; only need to kill the Tonberry, then can sleep rest & lockout (or burn down) | * Flash Skeletons; Provoke on walkway below; grab floaters; can go around corner in hallway or (my favorite) jump over the rail to the first Nyemian device * tank flash mobs; someone operates devices; run to boss; lock out mobs | * pull all the things -- kill Tonberries first * caster LB | * just burn | |||||
6 | ||||||||||
7 | Amdapor Keep | lv 50 | * can avoid some mobs * Voidcall -- summons new mob -- kill that caster fast * Demon Box Minion -- random drop to left of first boss room | * Void Fire II -- AoE on floor; avoid * Voidcall -- summons the real boss * kill first dude first * interrupt Void Thunder as much as possible * Adds -- AoE attacks, so DPS down * last Big add -- huge AoEs * pull Boss to back or front of room to avoid add AoEs (though with current DPS levels, possible to kill before you need to pull; also it doesn't hit so hard anymore) | * Statues spawn adds; tank can get close enough to spawn and then pull back | * Don't fall off! * Wall fires single-target attacks * Dance around void zones (middle, outsides); zones have a Slow debuff * Repel -- stack in middle (basically, it's a circle punt; on sides, you will fly off edge) * boss moves forward * by door becomes void zone | * Succubi -- AoE Fireballs; they'll also aggro when they're on a different platform, so watch for the AoEs | * Tank boss next to the northeast statue (ideally, butt on wall -- boss has HUGE tailswipe; but most people seem to point his butt to the center) * Healers -- watch for Disease and cleanse it * Imminent Catastrophe -- room-wide AoE from center of room; hide behind statue * Add after IC -- DPS take them * Tether on you -- run away from party! AoE incoming. AoE will REMAIN on the spot it spawns and keep putting out AoEs, so put it somewhere "safe" (usually by the door) | ||
8 | speed run | * kill first 2 (one will stop & summon an add) * 2 hippogryphs packs + Dullahan * Dullahan to humans (another summoner); also, Provoke hippogryph through wall * hug wall to avoid Dullahans; humans (summoner); pull to platform on right to avoid Dullahans | * spawn Statues & pull into next room; let healer spawn statues in next room and bring back (or can pull all the way through, but might get Dullahan) * hug wall to spawn Statues, grab Dullahan, next statues * hug right wall to avoid two mobs; pull Dullahan into boss room | pull to Succubi: * first pack * Dullahan + 2 to Succubi * (another pack?) * Dullahan + 2 to Succubi * 2 Dullahans | ||||||
9 | ||||||||||
10 | Haukke Manor - Hard | lv 50 | * Claviger first (else she turns Warder into new add) | * kill steward & other adds ASAP * adds will resurrect dead adds * avoid persistent ground AoEs & purple zone * if Resurrection hits enough corpses, it raises 1 giant add that hits HARD. (Spread the adds out when killing) | * lamps do minor AoE damage * Adds in side rooms * killing mobs disables lamps * Sentry first (runs away) | * huge Cleave * Disco Lasers! 1 side, then the other, then patterns! (Dodge these, obviously) * Dodge spears. * randomly targets one player with spinning axe -- avoid running in to these (heavy, paralyze) * tank grab the minions | * 2 chests at the very end cell | * avoid Dark Mist (Fear) * ground target AoE * Adds -- kill ASAP * (Note: possible to over-DPS here and send her into an early one-shot Blood Rain) * DPS LB the 3rd add (Lady A.) * Blood Rain -- room-wide AoE proportional to health of Add when she absorbs it -- so get the Adds down ASAP. (Even 20% health can 1-shot groups!) * after last Add, Beguiling Mist -- room-wide AoE, charms you -- run away in separate directions as she casts. Follows up with a targeted AoE (so spreading out hopefully keeps AoE from hitting other folks). | ||
11 | speed run | * first add into first room * room-by-room * hallway -- pull all the things; statues at end are adds | * pull the first straight stretch (get adds in rooms, too) * grab imps while someone opens door, then all together | 2-pull: * pull all to second cell (with Pudding) * last cell + Warden OR 1-pull: * all of it | ||||||
12 | ||||||||||
13 | Copperbell Mines - Hard | lv 50 | * first room -- kill big add, then can take elevator (someone besides tank hit the button) * 2nd mob will deaggro, so run through * DPS the rocks; tank grabs the mobs * mobs continue to spawn until you get through the rocks * destroy rocks, drag all mobs, stop at end to AoE * some enemies throw rocks from the sides for dmg; cannot fight | * gradually floods track with fire * fire bombs go to fire & cast self-destruct -- kill bombs ASAP * time limit as the track floods | * mobs continually spawn * Fuminators (bombs) -- kill ASAP * hit rocks + Adds * Supposed to keep the miners alive, but... | * similar to 2nd boss of CB -- spawn bombs to hit boss; pick the bombs up & put them down, then try to get the boss on top of them * boss moves around the room in predictable, but annoying, patterns * boss has ability similar to Landslide, but instant & no telegraph -- aims it at his target, so tank keep it pointed from group * Adds -- dps burn them down * void zones; in zones with bombs = blows up bombs on you (bad) * then "real" boss spawns with giant bomb (avoid self-destruct) | * 2 frog groups * next set + 1 in hallway * last add in hallway | * rocks will spawn; pick them up and put them on the sand to "feed" the worm only when it's looking for food * healer on rock duty; dps on Adds * Adds cannot be tanked * ranged AoE has Heavy Another option: * tank in center * ranged dps on rocks * avoid outer ring of sand (where the worms goes) | ||
14 | speed run | * kill big add; elevator * run through 2nd mobs (they reset) * kill the rocks; tank picks up adds * either to last rock & AoE -OR- through last rock and lock mobs out | 2 options: * grab everything, run to the end; kill bombs ASAP * kill boss at entrance (only need to kill the first bomb). Requires good heals. | * kill the rock only and then run through (mobs kill the miners, oh well) | 1-pull * grab the giants in the hallway | |||||
15 | ||||||||||
16 | Pharos Sirius | lv 50 | * ground AoE effects + debuffs * prioritize Barbers (heal the others) | * kill the Adds ASAP (fast stacking debuff) * Adds spawn in proportion to dmg done to boss (so often harder the more geared the group) * AoEs that grow in size * debuff = explode at 3 | * patrol + sailors, drag to next * slime spawns, drag to sprite, then to sailors * sleep the 2 birds (and lockout) | * kill the birds, not the eggs * boss gets buff for eggs killed, and will bellyflop on someone. Will one-shot with enough stacks. | * puddings can split (Divide) - Stun it * fire sprites have invisible point-blank AoE (Banish III) that hits HARD * turn off the two valves | * easy peasy * just burn boss | * kill sargeants (crawlers) first -- they stun/lock anyone they touch * when boss disappears, run to center; then either to side (to avoid charge) or to middle (stack on boss) * the terror (?) debuff is removed by healing to full * stun Lunatic Voice | |
17 | speed run | * first 2 groups + patrol * patrol + wake the sailors * (can also try to pull it all, but all the debuffs generally wreck me) | * sprite + pudding, then wait on 2nd sprite * last pudding | |||||||
18 | ||||||||||
19 | Lost City of Amdapor | lv 50 | * kill the spore-tree-things * Misery can be removed by /comfort the player | * once he eats someone, hit the stomach to break them out * Can pass the "Prey" debuff (so that no one gets eaten) by touching another player before the timer is up; grants Immunity | * stay out of the AoE areas; pull/kill the mobs to remove the AoE | * kill the Adds to get a stacking debuff; the boss then attacks the player with the most debuffs * The boss is untargetable unless he's attacking someone, so you must keep the debuff going -- Tank ignores boss and attacks Adds; boss will stay aggro'd on Tank, even though Tank is not attacking boss. * tl;dr: Tank kills adds, DPS kills boss (yes, it's completely backwards) | * kill the magestones to release big guy * pull the little adds up & kill them, then have Tank pull big add while DPS take out stones | * marker on your head means incoming gravity ball; drop it away from party * can stun Nightmare (sleep) * Mark matching pairs of doors; open one now, wait for Ruinous Omen to open the second * There are three colors and four symbols. Match up the pairs. * Marks made on doors will persist through Ruinous Omen | ||
20 | speed run | * first 3 mobs together * Gremlin + spores * then pull all up to chests | * first mob to spores * gadflies to next group * gadflies down to spores | Ignore doors and heal through Ruinous Omen if all party members over 4k hp | ||||||
21 | ||||||||||
22 | Halatali - Hard | lv 50 | * watch out for balls that drop from the ceiling; can tank mobs under them to put debuff on mobs | * boss from Aurum Vale * when the room glows at the edges, hit the button; Mammet will use Manawall; hide in the circle to avoid damage from Swing * once Manawall applied, can go back on the boss (attack will miss) * multiple Glowers (and targets tank) | Pulls: * couerls first in waves * mob at top + Basilisk (can run down stairs if he's not at top) * bear #1 (can add to previous -- watch for Lemurs (ranged)) * next 2 bears * Basilisk -- can be pulled either with bears (lots of AoEs, though) or with next mob * last mob | * everyone pick a table. When "eyes glow yellow" message, eat your sphere. * when eye spawns on his head, kill the eye | 3 groups: * lancer first * conjurer first * archers first | * Healer > Lancer > Archer > Gladiator ** Lancer ignores aggro * then: take out Lalafell first * tank takes big add; everyone else focus on mage (he pretty much stands still while casting Standstill, heh) * when the Scepter spawns, if you're not frozen, run & activate it to free the others * big add has big AoEs | ||
23 | speed run | * basilisk, next two, to mob at top (patrolling basilisk) * (basilik), mob at bottom, then next mob; under ball -OR- * pull it all, stick it under a ball | ||||||||
24 | ||||||||||
25 | Brayflox's Longstop - Hard | lv 50 | ***It's all a speedrun*** * pull everything up to the coeurl on the ramp, then tuck inside the jungle to AoE * tank grabs next mob (sleep if have it) while someone unlocks gate and pulls boss; lock mobs out | * Adds with lines to target -- whoever runs across the line will grab the aggro * lots of roomwide line-AoEs that hit very fast | * chest up the spiraling ramp * Gliders have Jump attack to random party member Pull everything: * grab first group, hug wall to right to AVOID RAPTORS*, provoke far-left group, then run in with the other group (*tired of seeing people pull these on purpose -- frontal paralyzing cones, people. 'Nuff said.) | * Adds that throw bombs (if bombs hit pools, the pools explode) * Boss spits persistent AoEs (similar to Aiatar's poison before), then does an attack (Oversurge) that explodes the linked pools * also has attack that does increased damage based on health of adds Ignore everything except boss (and some dodging.) | * chest around the corner * Footmen call Adds, so kill them first Pulls: * grab coeurl and goblins before gate * grab all the things except big coeurl, then tuck in corner near gate (to avoid big coeurl) | * Adds with target lines * Bombs -- hit them to knock them away from the center, then avoid the overlapping blast zones; do not have to destroy the bombs * if you have a good LB after 2nd bombs (boss at 20-25%; I use when he uses a targeting attack), can skip the 3rd bombs phase * else: destroy the big bomb ASAP | ||
26 | ||||||||||
27 | Tam-Tara Deepcroft (Hard) | lv 50 | * kill the tethered adds to hit the big ones | * circling orbs -- adds will aggro on * marker on head -- big blast coming in * use the blast to kill the adds (killing adds directly causes counter-attack -- DO NOT AoE while adds are out) * So: all stack in melee range behind boss to draw both adds and blast, and burn boss | * spawn adds from the coffins -- kill the little ones, then the big one * may be best to have a non-tank do the spawn b/c puts brief Fear on target | * MUST protect the guy in the middle. (He can be healed/SS'd.) * Step into the orbs to detonate -- Do not let boss reach the orbs, else he is buffed. Or dude in the middle, else he's dead. * avoid AoE | * orbs do AoE damage -- will respawn * adds come in waves | * avoid column AoEs from stone gargoyles * avoid circular AoEs from flying gargoyles * kill crawling adds ASAP; if they reach center, a rune activates, and boss' big attack does more damage | ||
28 | speed run | * first two through next to big one * next group to bottom | * pull the entire hallway * then do each room | * both first groups together * everything at the end | ||||||
29 | ||||||||||
30 | Stone Vigil (Hard) | lv 50 | Pulls: * first 2 groups * dragonflies + dragon (probably can do all if healer & dps are good enough) | * similar to first boss of NM -- get behind him on Swinge * move boss away from Adds, and DPS kill Adds ASAP (Adds give a buff to the boss when they die, so keep their dying AoEs away from boss) | * cannon section -- use cannons to blast the flyer * each blast brings Dragonfly Hunter pack Pulls: * first set of human adds to spawning dragonfly adds | * each player takes a cannon; uses special hotbar * mostly spam Iron Kiss * when shell goes up, stop damage until buff wears off * blast mobs on other cannons & NPCs * use second cannon ability to interrupt Hard Stomp (ground AoE indicator) | * kill the Haraungers ASAP (the ones that cast Dragon Blood) - can stun to interrupt -- else they'll become Aevis | * ignores aggro table; targets random people: tanks go DPS stance! * abilities do not have ground marks or cast bars! * tail lifts -- Tail Swipe * rears up -- frontal cleave * drop shoulder -- charge * ignore the 2nd for now & kill the first * in general -- do not stand in front | ||
31 | ||||||||||
32 | Hullbreaker Isle | lv 50 | * bees!! (hornets) * Traps -- avoid them yourself, and pull mobs into them * kill the monkeys to unlock boss * bird/moth patrol + pack behind rock * sneak past 2nd group * grab 2, pull to next; grab patrol * monkeys on bridge | * On Enrage, drop a banana * each banana gives a buff to boss * adds will eat bananas! so kill ASAP * avoid the poop! | * open all Treasure Chests; kill Mimics for tablets * Ninki Nanka -- Hatch creates new mobs (stun it) * Nanka + chests * Nanka (depending on group, can pull with next) * snakes + chests * once you have all the tablets, don't need to open more chests | * AoE attacks land on player location * bubble bursts do AoE damage * If he burrows, spawns 4 bubbles, and spawns massive center indicator -- jump in the bubble -- tank should jump early to get out early; dps/healer can jump a bit later to avoid the blasts | * leap of faith! * sprites at bubbling spots * chest on far right may have minion Pulls: * 1st group to water (sprites) * right - patrolling moth bird (can pull to next group) * moth bird + group to water (sprites) | * stay with the group -- most go counter-clockwise * marker on your head -- move to another platform until Whirlwind spawns (damages anyone on platform) -- best to go back to cleared platforms * 2 arms per platform (8 total) -- stand close (melee range) to avoid second attack * also 2 tentacles spawn -- first dies easy, then LB the second | ||
33 | ||||||||||
34 | Sastasha HM | lv 50 | * can do in 2 pulls (have to kill first 2 groups to open door) | * Tail Screw can be interrupted. Dear heavens, interrupt that! * in general, tank will get first and a DPS should get second; tank is often stunned at the second * Prey -- targets Tank -- can pass to another player by dragging the line over them (like passing in Bray HM) -- then DPS is stunned & tank can stun Tail Screw | * Drowned Wench - pull the Courtesans out first and kill; then kill the bubbles (they heal her) as you also hit her | * kill adds * when he targets a player and starts firing, hit him to interrupt him * the 3rd (?) time adds spawn, stay on him as he'll start his constant barrage (melee LB is great here) * when he flees (because of course), the Slaves will grab a player's ankles and lock them in place; kill those first | * Agent Smith and his clones | * ignore the tentacles; they target boss' target * kill the arms ** arms left alive cast "At World's End" (tornados) when Kraken casts "Stranger Tides" * when he can't defend himself, hit his face (recent runs have indicated that you can pretty much ignore the arms totally, also, so long as you dodge tornadoes) | ||
35 | ||||||||||
36 | Qarn HM | lv 50 | Pulls: * top to bottom * grab mobs while someone opens the door, then drag the mobs onto the spikes Get the drop | * target: will drop a pulsing ball on player * quicksand -- run out * kill the marked part of boss each round * kill adds | * can sneak around the far left to avoid first group (note that pets are TERRIBLE AT SNEAKING) * kill hands first * pull all the things in the second hallway (but cobras have Petrification) | * when boss starts counting, hit it to interrupt * otherwise, kill adds * when the tethered add (Guardia) comes out, kill it first and then interrupt the boss | * first 3 rooms separately (get the drop from 1st) * pull the whole final room | * avoid the mummies! (even party members) * Light of Anathema -- similar to Glower -- no telegraph, but hits with mummy stacks; if boss looks at you, run sideways * line to player -- stun to break link, then run away; else you're getting mummified | ||
37 | ||||||||||
38 | Snowcloak | lv 50 | * first 2 + gobbue + fuzzies at the top * all the wolves * bear | * in theory can avoid the freeze stacks by moving the entire time the wind blows ** he casts Snow Drift, and then 3-5s later, the wind comes -- so count, then move * kill adds * edge freeze later; touching = frozen | * pull mobs out of the winds | THE CUTEST BOSS EVER. * aim his huge frontal cone at the fuzzies to turn them into snowballs * Useful -- tank take him to a wall and then turn around to blast the whole zone at once * kill the big add (it kills snowballs/fuzzies) * when he starts his big attacks (ripples), hit him with a snowball * can also hit him with big snowballs at other times | * stun the ones casting Dragon Blood * (not so important to stun the lone one; if needed, save stuns for the one grouped with the two Aevis -- because 3 Aevis is a bad time) | * three ice pillars drop -- 2 do attacks & explode immediately * every other drop, boss does Lunar Cry as well -- hide behind the remaining pillar * last pillar does AoE/explode | ||
39 | ||||||||||
40 | Wanderer's Palace HM | lv 50 | We'll save you, Tonberries! * grab first guy, pull to next pack * grab pack, pull to door, grab patrol * last group | * kill the spears * targeted AoEs + cone AoEs * spears come out based on boss' HP (so similar to PS first boss) -- if you just burn the boss, too many spears = too many debuffs = death | * cameo! * drag the enemies out of the Standards (then don't have to kill the Standards) First Room: * pull group from Standard up stairs; grab patrol & second group. Either tank there if patrol is well-positioned, else tuck back around stairs corner Second Room: * 1 pull if healer & AoE is good * Otherwise, 2-3: -- 2 groups at a time | Totems give different effects: * Damage Buff (The one you want) * Fire Resist Down (2 stacks, and his Fire attack can 1-shot you) * Toad (add or remove) * Heavy Always random which effect a totem gets: * puts out 3 standards first -- one is Damage Up -- find this one, then always activate this one (and ignore the others) * any Damage Up standard not activated gives the boss that buff when he recalls them (others don't) * the second/subsequent times -- new standard -- is always Toad ** use Toad standard to remove ailment when boss directly casts it on you (usually referenced by colors, but each also has a unique marker) | * free the tonberries! * burn the big slime to remove the floor debuff | * drops Standards, which raise his defense/etc. -- drag him out just enough (like Aiatar in BrayNM) * drops Idols -- DPS these down * Adds -- DPS down * DOOM -- cure to full HP to remove * huge cone -- helps if everyone is near him (quick dodging) and/or baiting to outer edges | ||
41 | ||||||||||
42 | Amdapor Keep HM | * tentacles give Vulnerability debuff (can use like the spikes in Halatali HM) * burn the things blocking doors; they continously summon adds otherwise | * when he targets you with the beam, LOS behind a statue * beam can be stunned * charge -- get as close as possible (don't need to hide behind statue) -- damage increases with distance * keep other AoEs away from statues | * tentacles give Vulnerability debuff (can use like the spike balls in Halatali HM) * burn the things blocking doors; they continously summon adds otherwise | * when boss goes invisible, burn the Luminescense, stand in the AoE to get the buff, and then stand next to the (invisible) boss -- emit light to show boss again * adds -- kill the big one ASAP * Boss later splits into 2 -- light/burn them one at a time * boss' huge AoE -- gaze attack, so turn away; gives Confusion | * The walls are coming! * burn everything ASAP, then take the teleport * The walls are coming! (Yes, they will kill you.) | * Big Cleave. * drops a slime add on your head that locks you in place while also aiming a growing AoE at you; kill the so you can move out and also to stop the spread of his AoE * kill the Adds * spinning Scythes like Ash from Haukke HM (debuff) * crossing AoEs * burn the large add ASAP | |||
43 | ||||||||||
44 | Keeper of the Lake | lv 50 | * just trash * can avoid the patroling sea serpent (Unktehi) | * adds drop canisters that explode after the boss' AoEs hit them * exploding canisters can cause a chain reaction by igniting others (activated canisters cannot be targeted) * knock these away from the boss (and from each other, if possible) * try to stand so that boss' AoEs (targets players) don't hit canisters * he does a move where he sucks all the canisters in, and then will use a move that may ignite 1 or more (which will ignite them all)-- so be ready to blast them back out immediately | * get keys from Colossus * kill the field generators to unleash Colossus | * His frontal cone actually hits AFTER the mark disappears, so don't run back in like normal * He drops a trail of AoE circles in different patterns * often targets a player and beelines for them -- bait him to the edges * Two sets of adds (first is group, second is Colossus) -- can LB that group * also some random targeting that also makes the AoE circle | * let the adds get hit with the cannon blast | * boss first. Then he becomes invulnerable * first dragon -- big frontal cone. The further from the boss, the more damage it takes (so drag away) * boss continues to attack -- Inner/Outer Turmoil -- AoEs half the room, so stand middlish * when the middle add appears, DPS ASAP, then activate the thing it drops and stand in the shield -- if your DPS is actually *good*, be sure not to activate too early * finish off first dragon * second dragon - AoEs. The closer it is to the boss, the more damage it takes (so drag it close) * middle add again, then burn second dragon ***** LB it ****** * Then burn boss (not much left) (waste to save LB) | ||
45 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | HW Dungeons | Duty Roulette: Level 50/60/70 | |||||||||||
2 | Level-Synced to 60. This means Shield Oath, Defiance, Aetherflow, Fists of Fire, etc. GET TURNED OFF when you load in. Put them back on. | ||||||||||||
3 | iLevel | general | First Boss | general | Second Boss | general | Third Boss | Final Boss | |||||
4 | Aether- chemical Research Facility | {General Note: This is a story dungeon, and as such it has NO LOOT. But you get tomestones, which you need anyway.} Pulls: * to barriers (they'll pop up when you get close) | * kill turrets that tether to you * tank can stand between turret and player to soak damage | * kill the nodes, which releases adds * group them in the middle & AoE burn | * Su-weet! * T1 -- trigger the tail swipe * T7 -- turn avoid Petrifaction * T8 -- 1 extra person stack for circle; all stack for red line | * one group on elevator * adds spawn from tubes | * Be nice, the cutscenes are short. * yes, there's another column to the right. * yes, that means this is not the final fight * avoid the things * slide on the ice, trying to avoid the puddles {These 2 fights can be a little healing intensive if folks are standing in bad stuff. And there's a lot of bad stuff.} | * fire/ice balls -- kill at least one -- fire does bleed debuff -- ice freezes you <<--- kill this one first * pop the things tethered to you * "donut zones" -- stack to create safe spots * Universal Manipulation -- jump in the void puddles (Hullbreaker 2nd boss) when the cast bar gets to the "M". | |||||
5 | |||||||||||||
6 | Neverreap | * Talk to the Vanu to get Thunder Eggs. Place on altars to move ahead. * Avoid twisters. * Pull to safe spots. Adds do point-blank AoE. (Melee hate >.<) * pull first island. * pull all second island | * Calls up fog + Shadow. Find Shadow in fog and kill. Must be in its circle to "see". * Feather attack like Garuda EX (avoid the AoE). * kill Feather adds. (Explode for damage.) | * Wasps have Final Sting. >.> * pull all to first barrier. * pull 2 wasps + tree. * pull rest. * or freak out the healer, and pull the entire second section | * Mark means you'll poop out a Totem. Place these as far from each other as possible. * Then he does big floor AoE (1st boss Haukke HM); all Totems in that will become Adds that tether to boss, buff him, AND make him invulnerable. * Pick up the totems and move them out of the area. * If it's getting too crowded, run out with one, wait for the AoE to finish, then run back in and drop. | * avoid the water pillars (though a neat effect when one catches you) * more Wasps * pull to first barrier * pull to last barrier | * Yes, you can fall off. * kill adds * he'll go invulnerable and bounce around while you kill more adds. * Avoid Twisters. They seem to have a larger affected area than their animation. * When he stops and starts doing the floor circles, get in close with plenty of space behind you -- circle punt incoming | ||||||
7 | |||||||||||||
8 | Fractal Continuum | * trash is trash * can pull both groups in first room, then both groups in second (remember the caster mannequin) | * This guy looks familiar * large hourglass AoEs in patterns (N/S, E/W) * random AoEs every other hourglass (though seems to be at least 1 targeted on each player) | * can stun the Chimera's attacks | * You again? Srsly? >.< * all the same moves, with more * After Groan, bounces between players * Slash -- frontal cone **** OR -- open a pod when he charges for the first 360 attack; this will interrupt his attack, and he'll skip over Groan & Slash. **** * floor glows = interact with one of the pods (can only open 1, even if everyone tries at once). DPS can stay on boss until add pops (he's not invulnerable). * kill the add before the boss eats it (else buffs) | * doesn't matter which direction you go | * kill the adds; they turn panels into glowing panels that explode (on the final set, can ignore the further add (which overrun the party's area) and just deal with a smaller platform for a bit) * avoid all glowing panels (several types with different effects) * healer -- remove Bomb debuff from players | ||||||
9 | |||||||||||||
10 | Pharos Sirius HM | i170 | * pull 1st to 2nd * last 4 | * peel tethers off on one of the birds/spiders around the room -- birds are easiest -- spiders = poison puddles -- if still linked to a player = humanoid, which tethers to boss, buffs him, and throws huge AoEs. Do not want. * kill adds * mild cleave | * Can pull first cyclops to the next group * Kill the Incubator first (else more bombs), then pull Kobolds down to next group | * pulsing circle -- damage based on promity * Kill the slimes in the gas/over the damaged floor (stops more from spawning. Also if not killed = explode = high damage = bad). * then kill other adds while boss charges. Engines buff boss, so kill first. | * kill the Incubators (else more bombs) * kill things before they break the walls -- more mobs behind walls -- tank round up adds first & move to last incubator while everyone burns first 2 Incubators | * Burn down Mom Bomb. Kill adds: Grey, then Lava. * Then kill Mom Bomb before final cast finishes. (It might not kill you? But dead is better.) * Dad Bomb: Kill Grey adds. * Hit Remedy adds (blue) to knock them away from Grey; if they tether to Grey = boom. (Why are Gray adds red? >.>) | |||||
11 | |||||||||||||
12 | Saint Mocianne's Arboretum | i170 | * Aw, they're so cute. Ow, they're eating my face.... Pulls: * morbol group * to end of hallway * drag morbol to next spawn | * Dance: -- The seedlings are untargetable and spew Bad Breath frontal cone. -- Boss casts frontal cone Bad Breath and spins (either direction). -- Boss' hit box also Poison+Slow. * Kill adds {Fun Fact: the adds were originally supposed to ALSO spin in random directions. Test team could not pass it...} | * kill the honeycombs to stop spawns * Orn Hornets have Final Sting On 2nd set, can destroy honeycomb only and then run into boss room; bees can't go down the slide. * melee LB the honeycomb * bees are still using Final Sting | I hate bees >.> * bees line up for Crossfire; avoid the line * kills adds ASAP (they tether and buff boss) * summons more bees that *immediately* Crossfire through the center. | * can do big pulls to barriers here | * Atropine Spore -- stack on boss for safe zone. There is one right at the start. * Frond Fatale -- Charm. Look away before cast finishes. * Petal shower -- AoE targets on players. Spread out/do not stack circles over other players. (Like Ravana) * kill adds. Immediately after the adds: Frond Fatale. * little untargetable adds spawn and cast AoE puddles. Avoid. (Watch the center medallion -- one likes to sit squarely in the center, so the AoE is obscured by the medallion edge) | |||||
13 | |||||||||||||
14 | Lost City of Amdapor HM | * kill the double-egg wall, get lots of adds Pulls: * Beetle to wall, then to crawlers * Gremlins to next pack * to the wall | * tether -- run to the cloud to pop it; drops a big poison puddle. Useful if healers intercept it. * Neuro Squama -- you drop a statue of yourself that shoots a giant cone AoE in the direction it's facing, so try to face outside. Wait until the damage hits, then turn back. | * drag mobs in to the light Pulls: * dragon * 2nd to 3rd * last | * kill the middle sphere add ASAP. Then kill other adds. * Puts an Earth or Wind debuff on you, then drops 2 puddles of either Earth or Wind. Run into the opposite puddle to pop it. (Else Libra hits like a truck. Also, same puddle will kill you dead. Or at least hit really hard.) * when neither debuff out, just pop the puddles (minor damage) | * kill Light sprite first; stun Banish III * turn around to avoid Blind from Mysterious Light | * Revives twice (so fight her 3 times) * Drag her out of any AoEs (Regen) * Cure IV: -- pretty sparkly ground AOE -- stand in it to reduce the healing it does to her -- angry red pulsing ground marker like PS(HM) second boss -- get far away (can one-shot) * big AoE damage attacks * kill the add (healing down debuff, boo) -- it either heals her or debuffs players | ||||||
15 | |||||||||||||
16 | The Antitower | * everything summons more | * yeah, you saw that status ailment coming... * frontal cone that doesn't look like a frontal cone * when transformed: AoEs that will target you multiple times in a row, so keep moving without boxing yourself in * kill adds to remove status ailment from party members * bubbles explode for splash damage * Concussion (on tank) -- long-term stun, then does his frontal cone -- Can Be Esuna'd! | * everything summons more adds Pulls: * 1st to 2nd * 3rd to 4th | * kill rocks. * tether -- hide behind the rocks -- make sure the tether gets on them. Splash damage when they're hit. (Keep walking back as long as tether stays on rock). Hide multiple times and change directions to LoS boss. * "Glare" attack is a hard roomwide AoE | * waves of adds on the last pull Pulls: * 1st to 2nd * 3rd to door (then several waves; must kill previous to get next) | * all six are easy. Lots of AoEs. Can't be tanked. * Knockout -- tank crunch attack * gaze attack -- turn away to dodge (else Confuse) * (preparation) -- does Ravana-like 3-way shields; front is open. REFLECTS MAGIC TOO. -- Tanks: turn the boss to face the group (after Knockout) so that casters/ranged do not have to move for this attack! There is no cleave. * turns 2 people (DPS or Healer/Tank) into Dolls -- kill them ASAP to free the people | ||||||
17 | |||||||||||||
18 | Sohr Khai | 200 | * second Fan will not catapult you through the door. Sadness. | * One specific add tethers to boss = boss is invulnerable. -- kill that add! -- kill the others while you're at it. * circles under adds = REVIVES them. -- Hit them to knock them out of the circles (Keeper first boss) | * Kill the eggs! | * Do not step in the electricity. BIG DoT, cannot cleanse. * "Cloud Call" -- mark on someone, will drop a lightning cloud. Can either place on an end, or smashed up against a wall. * Qasar -- targeted attack at a player. Will destroy any walls it hits, so line up down the middle. * pulsing AoE at one end -- get to other end. DO NOT stand in the cloud. * split AoE down middle -- knockback from middle incoming. Have a solid wall behind your back. | * Watch out for bonus dragon showing up and covering half platform with attack | * kill the sprites in the 4 corners * run out of Holy Breath -- repeated hits, like the lightning strikes on World of Darkness and Weeping City final bosses, except will not follow you. (If it's too big, jump to another platform) * watch out for his giant column attacks -- destroys platforms * full circle target, so positionals not required | |||||
19 | |||||||||||||
20 | Hullbreaker HM | 200 | * can stun the buffalo's big attack * Coeurl gets a buff in the circles, so drag him out | * Gah, the AoEs. * Coeurls will tether to the healer (and lower their healing potency), so kill it ASAP * kill all the things * many of them can't be tanked, as they stay in one spot and shoot AoEs | * pull 2 gorillas + tiger * then 2 gorillas, and 3 more throwing stuff -- the 3 come down after the 2 die | * run apart to break tethers * floor turns to ice * group your ice markers all together; will make a big circle explosion at that spot. Move as needed to avoid. * swirly spots -- stand in/slide over them when marked with red | * on the 3 rogues -- the big one uses Hide. The small one doesn't seem to move (?), so pull to his side. Can run in, Stun the big rogue (won't use Hide), pick up middle, drag to small. | * watch which chests have potions in them; run over that chest to cleanse poison -- if have a Shield (and take no damage from the poison attack, then no stack) * knock kegs away (like Keeper first boss) * when targeted -- he'll drop a puddle with Heavy (can be Esuna'd!) -- start running immediately (sprint if heal/caster) to get out before attack. | |||||
21 | |||||||||||||
22 | Xelphatol | 210 | * Dropping rocks will give Vulnerability Down (same as Halatali HM/etc.) * some big groups. Lots of AoEs. * pull to barriers. | * when the gun balloon comes down, kill it, then someone stand in the whirlwind to knock the boss back * kill anything that tethers | * watch out for spikes around the edges * pull to barriers * on the 2nd pull, with the 2 guys on the sides -- they will aggro and will follow if you pull straight up the path, no need to chase them down. (Be ready to grab hate at the top.) Watch for the one ranged dude and double the pack back to him. | * when he casts "On High", get a fence behind you, else you get punted into the spikes. * targets people then drops a big tornado on them (run out) -- bait between fences, then run to get a fence behind * Swiftfeather -- next "On Low" will be super fast (melee, if there's a ranged in the party, please do not LB this boss. Save it for the 2nd trash after.) | * War balloons bring new adds. Kill balloons after they drop off their cargo so they don't go back for more * second one has 2 balloons on different sides -- tank -- grab first group, take it to second while group kills off first balloon -- ranged LB2 the full second group. | * Hawk -- marks everyone. Spread circles out; don't overlap another player. Divebomb on your head. * summons Garuda. She does AoE patterns. Dodge 'em. | |||||
23 | |||||||||||||
24 | Great Gubal Library (HM) | 210 | * trash * pull 2 packs together | * Watch for the safe spots | * don't stand in the fire! * pull 2 packs together (even down the stairs) | (If you did Gordias 3, then you'll recognize a lot of this fight) Can skip phases with high enough DPS. * Human phase -- Sea of Flames -- Ifrit-like plumes -- run around to spread -- tether -- get distance (note the arrows point "away"); move after boss lands on you (will cleave) * Hand phase -- match your symbol to the lit circles * Tornado phase -- tethered to the CENTER, not to another player -- Center also has a mark (+/-). Stand in relation to the Center: opposites attract, so a + and a - will be pulled together (so get far); same repels, so get close to boss (melee, if there's a ranged in the party, please do not LB this boss. Save it for the next trash.) | * suspicious statues are suspicious * weirdest looking panda ever * Pull options: -- frogs to group at top of stairs -- frogs all the way to the end -- only do this if you trust the healer! And/or have ranged LB to use. | Fun with reading! Tank in the front right initially, next to the ground decoration, to be in the first 2 circles, without needing to move * "Quakes" -- get in the whirlwind circle * "Tornados" -- get in the dark Heavy circle * "Imps" -- he'll turn you into an imp -- followed by: * "Thunder" -- imps take extra Thunder damage, so jump in the imp circle to remove it * "Darkness" -- eat it. * summons a book in the center -- wait for meteors to fall (avoid the landing zones), then LoS behind them to the center. | |||||
25 | |||||||||||||
26 | Baelsar's Wall | 230 | Double-pull. Some adds tether to random players. | * kill adds; they tether to someone and shoot at them (can't pass tethers); large damage at the end * Prey -- high splash damage | Platform moves. Waves of enemies spawn from different sides. | * A10S! On exclamation point, sheathe your weapon and STOP MOVING/ATTACKING. * magitek bits around the edges = laser grid * lots of little adds. | Oh, it's you guys... After the first bit, can pull all the rest. | * Revenge Time. * Jumps and casts a huge AoE over the arena. (Sometimes jumps twice before actually casting.) * Summons little things that cover the platform with AoEs -- destroy 1 (middle is fine), then stand on the clear spot. * Restraint Collar on healer -- kill it before it kills healer. * Big Boot -- knockback on a DPS | |||||
27 | |||||||||||||
28 | Sohm Al (Hard) | 230 | Double-pull. | * spawns mini-versions. Avoid their AoEs (explode). * spawns big mini-versions with pulsing "something drops here" indicators. Move away. | Pull to walls. Surprise worms. | * like final boss of Stone Vigil HM -- watch his body movements for what he's doing * 360 tailswipe (melee range not safe) * charge (turn to face someone) -- move out * left arm -- big hit on tank * right arm -- swipe/knockback * flexes -- fireball right in front * when his back glows white, will spew a long-going unmarked frontal cone (similar to second boss Keeper of the Lake's cone) at someone; move. | Stun the blob's cast. Pull to walls. (Can even pull the second pack to the end; the final pack doesn't spawn until the other is dead.) | * Kill the Claws (glowing adds -- casting something; seems bad) * Fire, fire everywhere. * marker -- you will drop a fire puddle, which will grow over time. Try to manage where the puddles are dropped to have room later. (Even run into existing puddles to drop) * Hang around the edges as much as possible to limit fire and aoe area | |||||
29 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | SB Dungeons | Duty Roulette: Level 50/60/70 | |||||||||||
2 | Level-Synced to 60. This means Shield Oath, Defiance, Aetherflow, Fists of Fire, etc. GET TURNED OFF when you load in. Put them back on. | ||||||||||||
3 | notes | general | First Boss | general | Second Boss | general | Third Boss | ||||||
4 | (Story Spoiler) | (even though is Main Story dungeon, gives same loot as next 2) | * wait for allies to bomb the barricades * pick up roaders, then drag to end to spawn next group | * lure the targets to safe spots (edges are good, so center is clear to hit boss) * avoid head/tail attack | * pick up groups * watch out for ground AoEs | * follow the tether; avoid the claws; lasers will knock you around * kill the claws * watch out for all AoEs | * destroy the laser doors * can double-pull second (though healers may hate you) | * Swell -- get in * Storm -- get out * Sword -- spread to avoid overlap * kill the swords (watch out for knockback & glowing) -- Sword > Swell > Storm * tethers to someone: giant cone in that direction -- face it to the outside * (if DPS is very low, there's a crazy add phase with clones doing random attacks all over the place. Do not want.) | Note: if you go back through the dungeon after it's done, you'll see some of the NPCs standing around | ||||
5 | |||||||||||||
6 | Kugane Castle | * surprise ninjas | * take tethered adds to one side and kill, then get out of the AoE * stack | * kill the summoners first, else surprise summon * with 3 summoners, focus down one | * adds around the sides will flip a whole line of the floor * also lightning strikes, so don't stack | * surprise bombs * kill the bombs first | * pick up the money * butterflies -- AoEs (out and in) * kill dragons | ||||||
7 | |||||||||||||
8 | Temple of the Fist | * exploding coconuts? * kill the walls to pass through; spawns enemies | * kill them at the same time -- else the remaining one gets all sorts of new annoying buffs & attacks | * avoid the obstacles * first double pull gets bonus; be ready to heal; tanks: use cooldowns * sparring dummies fight back | * Killer Instinct -- Ravana-like shields -- one side is open; rest are knockback * uses nautical terms (for some reason): -- Port and Star -- cone left and right -- Fore and Aft -- cone front and back * AoEs + above * match your mark to the circle | * nothing fancy (aside from random explosions) | * spawns whirlwinds on people * Touch of Slaughter -- nearly kills someone; avoid other damage until healed * summons heads around the outside; move like the Vault final boss -- find a safe spot -- later, two directions at once * pop the orbs * giant column * proximity from the middle, then stack marker | ||||||
9 | |||||||||||||
10 | Drowned City of Skalla | Main Story | * walls explode after enemies killed; also spawns new enemies, thanks * pods explode for new enemies | * Push will push, Pull will pull -- try to avoid getting stuck in the red edges -- NOTE: the English Localization used to have Push/Pull backwards; that has been fixed now * balls that follow people. Drop puddles when they explode. | * Phoebans -- have a GIANT hitbox, but will stack with other mobs (not so much with each other) | * big cone -- stay near to dodge * when transformed, use your ability to drop rocks in the path of the adds; rocks explode, adds die | * GIIIIIIIIANT CONES, watch out * when transformed, cross gap. Short-ish timer. If you untransform on the gap... | so many bosses merged for a mechanics mess * cyclops' frontal swing (says "raises his hand") * tail lifts = BIG tail swipe ** Tanks: Take boss to the back wall and turn him sideways, so his tail isn't facing casters. (Too many of them seem to stand directly behind him at the gate, and get hit with the tail every. single. time. They'll still move behind him, but at least you tried.) * gaze attack = turn away * turns to random players = like Glower from Aurum Vale; run sideways to avoid * proximity marker = get away, duh * Lakshmi "cross" markers, plus circles on player * giant donut aoes on player heads. Get in or get out. | |||||
11 | |||||||||||||
12 | Fractal Continuum HM | * ugh, all the rude trash mobs | * avoid lasers * when the bits line up, they'll do a 1/2 room attack (run behind before the floor AoE forms) * Allagan Gravity -- pulls you in. | * more rude trash (also, who are all these guys on the floor?) | * SKIP SOAR!!! oh wait... * hard tankbuster * Sophia: partner up * Zurvan: soak same-color comets, then stack * Sephirot: markers that will grow into BIG ground markers. Leave yourself some space. | * Srsly, I'm done with Minotaurs, SE | * get away from the pulsing AoE; leaves sludge behind * don't stack markers * non-marked point-blank AoE * Light Pillar -- starts in center, then circles move to edges * "get away" arrows on tank = get away * He does have an Enrage! Always starts at 5%. Keeell eeeet. | ||||||
13 | |||||||||||||
14 | Hells' Lid | Four Lords side story | * Demon Walls of Fire! ... oh wait, they don't move... lame. | Well, you look unpleasant... also you're a minotaur because of course you are. * Don't stand in fire puke. * he drops his sword & shield; don't be there when he takes them back | Come back, little friend! * these things... | Friend! ... Oh. * cleave tankbuster * half-room AoEs; circle & column AoEs * Whirlwinds + adds + pattern: kill adds. Boss will zip between whirlwinds in the pattern shown. Don't get hit, and don't hit the twisters. | * This is officially the patch with the RUDEST trash mobs | Hey, at least it's not a circle * all platforms glow + 1 blue ball. Ball will jump from platform to platform -- look for the pointy end of the symbol to see direction -- later is 2 sets -- stand on the bare platforms for 2nd * boss teleports to center + shield. Some platforms glow & explode. Break the shield. | OMG THE CUTEST! | ||||
15 | |||||||||||||
16 | Swallow's Compass | Four Lords side story | * can pull the first guys to the first room * Couple of rooms with a "boss" and some adds | * Avoid the teeny tiny fire orbs that float around in circles * all the markers! | * Pull to walls * stand on one side of the wall to avoid being washed away | * watch for the raised hand. Avoid that half. * Mark: multiple spires popping out of the ground at your position. Move, but not onto the tank >.> * Water in the middle: like Susano's middle line: can cross, but don't stand in for too long * marked with water: don't overlap | * Pull to walls | * THIS GUY!!!!! oh wait, you're always tricksy... and yep... * Short End: tank buster (cleave?) * Both Ends (small stick): point-blank AOE + knockback * Big End (BIG stick): safe space is melee range * tethers -- stay away from the group * [split move]: if you focus one down, he'll just split again -- first: they do the same moves -- then: they do different moves | |||||
17 | |||||||||||||
18 | The Burn | Main Story | * Boulders * to the walls seems fine * extra adds that drop in | * desert = scorpion, of course * Crystal Needle - tankbuster * hide behind rock from boss on Hailfire * Hide behind pillars on Shardfall * immediate safe spot under boss * try not to blow up pillars with markers | * because of course they were here first, too | * oh... this looks... small... o.0 * Aetherchemical Coil -- tankbuster (cleave) * lots of AoEs, itty-bitty dodging space * when boss jumps and adds line up, look for the one without a countdown * put the marker to one side | * this place looks good for burrowing... * massive AoEs * mob models that don't stack well | Just as annoying as ever, I see... * Frost Breath (tankbuster) + mark = tank taking LOTS of damage * Fog Plume -- star-shaped AoE * Kill the "adds" (dragon heals) ASAP * don’t attack dragon during Mist phase * ice puddles at random players (fast cast) * run around edge during fog to find AoE (Neverreap 1st boss) (seems to be N/S and E/W) | |||||
19 | |||||||||||||
20 | St. Mocianne's Arboreteum (Hard) | side story (Rhalgr's Reach) | * to the walls seems fine * gaze attacks | * Vine Whip = tankbuster * targets the add, then jumps & eats it * Immediately flips around and does a roomwide AoE back at the room (Rothocale), so follow/jump to him | * the big guy's AoE can hit other mobs (and players) -- turns into plant | * uhh, did one of the researchers get left behind? * Stone II -- tankbuster * Summons adds along the sides, plus turns the floor into "conveyer belt" sections. Boss will knock you along your conveyer belt while Adds do AoE perpendicular. Position along a "belt" so you'll avoid the Adds' AoE. | * pull to walls * water spouts along the walls. Interact to start the water. Cleans mud off and makes them vulnerable. | * stand on the platforms to avoid upswell gunk * spread out on markers, not on platforms (any marker that overlaps a platform at all will put a debuff puddle over the whole platform) * knock the little slime away from all AoEs (usually on platform is fine) * adds to kill | |||||
21 | |||||||||||||
22 | The Ghimlyt Dark | Main Story | * cameos * enemies jump in as you reach points * to the walls seems okay | * Jarring Blow = tankbuster * when it charges up and has the >>>> arrows, it will start laying down burning cones in a clock-like pattern, turning in the direction of the arrows. Wait in the safe spot until the first spot stops burning, then move. * Arrows can go the other way! | * more cameos * enemies jump in as you reach points * to the walls seems okay | * Unbreakable Cerment Drill = tankbuster * when it burrows, look on the wall for a glowing spot; it will rush straight across from there (aka, get out of the middle!). Wait for effect to disappear. * does a frontal cone and a back 270-degree cone, so try to keep positioned center-ish for ranged dodging | * enemies jump in as you reach points * to the walls seems okay * more mobs join * more cameos! (note: they're gone if you run back through) * random LB | * Delta Trance / Innocence = tankbusters * mostly fight one, while the other throws AoEs at you from the sideline * "together" attack: there will be very faint lines laid down on the floor, then boss will zip around the field following the lines (like boss in Castrum Abania). Try to find an open spot and wait. * ceruleum tanks -- they target one, then tanks blow up in pattern; avoid. * Imperial Authority = Enrage. | |||||
23 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | SB Dungeons | Duty Roulette: Expert (for now) | |||||||||||
2 | notes | general | First Boss | general | Second Boss | general | Third Boss | ||||||
3 | (Story Spoiler) | * bombs that tether -- move them into the group so we can AoE them, k, thanks (not run away and mark it #1) | * markers -- drop a rock. Spread out & place slightly away from walls. Hide behind (from boss) during Final Sky (long cast). * pull boss to other side -- 90% of the arena about to get crushed * "walking" circle AoEs periodically; try to avoid | * bombs that tether -- move them into the group so we can AoE them, k, thanks (not run away and mark it #1) | * ALL THE ADDS. AGAIN. AND AGAIN. AND OMG. * boss now casting Enrage. KEEEEL EEEET. | * frequent line AoEs from sides, plus add AoEs | * Yes, you can fall off. * Apokalypsis -- get on the itty-bitty platforms to the side. (Pinky/purple glowy ones will break & fall.) * heads on the side -- do line AoEs across from one side, then the other (no way to tell which) * Proximity marker -- boss will jump forward; get ahead of him * lots of lasers | ||||||
4 | |||||||||||||
5 | Akademia Anyder | * mixed results on pulling it all... though getting better with gear. | * tag-team * first one (Cladoselache): reappears with big circle AoE in front of it * second one (Doliodus): reappears with giant cone down entire arena * giant marker on one person | * mixed results on pulling it all | * try not to stand in front of it while spinning -- gonna puke * Blossom -- some of the flowers get a Vuln + Heavy -- avoid especially during the roomwide * boss rotates & slams -- plenty of room to avoid tentacles & dance back and forth | * can interrupt some abilities | * don't overlap with any other circles * pick up lightning orbs (damage UP [for you! -- or for boss if you don't....]) * save a gap-closer for the knockback | ||||||
6 | |||||||||||||
7 | The Twinning | * they all work as expected from previous encounters (including tank busters) * can interrupt! | * try not to pop the pods with AoEs * sword markers 1-4 -- boss will charge in order; try not to run over other people. * stack marker will leave behind LONG ground AoEs (can stack over pods!) * Augurium = tankbuster. -- is a cone -- can step to the side to avoid | * can interrupt Berserk | * balls will explode abruptly with large-ish AoE * crossing lines with small safe spots -- try to spread to different ones, as later also damage markers | * the kettle has evolved :o | * similar but different * "cannons" (rail guns?) come out from the boss and around the arena; will shoot straight from location. (When tanking, be sure to peek around boss to find them) * those big circles with small safe spots * individual markers to spread | ||||||
8 | |||||||||||||
9 | The Grand Cosmos | * can double-pull everything * things spawn as you run past | * Shadowbolt -- tankbuster. OUCH. * Immortal Anathema -- raidwide * Tribulation: -- circles on the floor -- avoid. -- brooms moving across floor -- avoid. -- brooms touching circles = AVOID! * stack markers > AoE | * aw, so cute! OW, much hurt! | * Storm of Color -- AoE tankbuster. OUCH. * Ode to Lost Love -- raidwide * Direct Seeding: some tiles with "grass" + some seeds = move the seeds off the grass (else adds) -- second time -- seeds will get pushed; make sure won't land in grass * Ode to Far Winds -- AoEs on ground + AoEs on players * move out, move in | * WHY DOES EVERYTHING IN THIS DUNGEON HURT SO MUCH * last two sets can't be forced early -- tank: smash up against the left wall to draw the ranged over, then pick them up -- the healer-add in the second set does heal, so kill it first | * (Oh, this is neat!) * try not to hit objects with anything targeted at players * Captive Bolt -- tankbuster * Otherworldly Heat -- markers on players; drops cross-shaped fire lines; will explode as a column, so get space -- I find pulling boss to entrace reduces chance of the wrong things being burned on the first one * Mortal Flame (blue) -- touch the objects to pass it to them * marks everyone, tethers, charges at them, then cone at their spot. Stretch tether as far as possible. Try to get 1 & 3 on one side and 2 & 4 on the other (burn the drapes on Heat) * Culling Blade -- raidside -- (second time) Watch For Falling Objects | ||||||
10 | |||||||||||||
11 | Anamnesis Anyder | * gotta wait... and wait... and wait more... * at least the music is awesome. | * Fetid Fang - tankbuster * floor covered except for tiny spaces: -- boss starts a "clock" that spins around -- once it slows, will go 180 degrees then blast * Inscrutability - raidwide + bleed * Double the Unknown | * double (then wall) * triple (and ugh, the ranged are a pain) | * Hammer/Sword -- whichever he casts first will explode first * normal swing/swipe/glower * stack and split * Eye of the Cyclone -- donut -- middle safe | * adds next to crystals will summon new mobs. Kill summoners first. (Cannot stun) * double, then double seems good | * This is not what I expected you to look like o.0 * Bonecrusher -- tank buster * Depth Grip -- get behind the hands -- double row -- run to open end that spawns first, then run back to other end * bubbling grates -- stand on 'em (love this throwback) * if bubbling + hands -- hands will slap down on the grate in front of them, so stand on opposites | ||||||
12 | |||||||||||||
13 | Heroes' Gauntlet | * oh, these are annoying with all their AoEs * watch for DRGs joining late. Typical. | * Spectral Dream -- tankbuster * Spectral Whirlwind -- roomwide * Chicken Knife -- X lasers at you then boss makes 1-2 "knife" points, shows an AoE (either circle or line), then jumps to 1 point + a clone, and actually does the AoEs | * more of these, now with more casters. * aw, they're helping! | * Twisted Touch -- tankbuster * Chaos Storm -- roomwide * giant cone, so don't be too far * zombies explode * crawling zombies lock you in place & then explode, so don't stack | * Oh hey, guys! * (look over there! Who's that?!) * final set is mostly? completely? invulnerable until NPC does their thing | * no tankbuster. * Beastly Fury -- roomwide * walls are bad, no touching * faces one direction and column AoE (not terribly wide) * drops pile of rocks + stack marker. Stack with your rock. * big circle in right or left -- avoid that spot + circle knockback * Wild Rampage -- boss jumps to end; hide in hole until he's done | ||||||
14 | |||||||||||||
15 | Matoya's Relic | * 8-ball in corner pocket -- aim your tethered ball to a hole | * wait on the frogs... | * water will blast from 3 of the 4 side spouts; stand in safe one * ride waterspouts up to the platform | * oooh, pretty! * mini-boss at the end * walk up so froggy starts the fire | * when boss moves to side, will blow you backward; safe spot in the middle, so get on edge of boss' hitbox * kill the add to bump up and see where the boss is; get on that side & get knocked back * when boss trying to suck you in, try to stay away. Second time, every time you move you get pulled backwards! | |||||||
16 | |||||||||||||
17 | Paglth'an | * why so many... * watch for breaking walls | * T10 revisited * Critical Rip -- tankbuster * giant lightning circles on you -- take to a lightning rod and touch * summons pulsing orbs around the edge * Crackle Hiss (?) -- frontal cone followed by Spike Tail (?) -- rear cone | * find your friends * blue is friendly | * kill all the things * 2 of the 3 cannons will charge; stand in safe * sometimes knockback from center, too * sometimes missiles on edges that cross * after all dead, a jump point appears; kill orb | * watch the big AoE (red is NOT friendly) | * T13 revisisted * Flatten -- tankbuster * Ahk Morn -- everyone stack; multiple hits * Akh Rhai (?) -- + marker; take to edge, then get out * ... -- giant circles covering whole arena; will contract -- either center or betwen 2 circles at edge is safe | ||||||
18 |
A | B | C | D | E | F | G | H | ||
---|---|---|---|---|---|---|---|---|---|
1 | HW Raid | Alexander Normal/Story Mode | |||||||
2 | Gordias (A1 - A4) | ||||||||
3 | Unlocking | ||||||||
4 | * Talk to Slownix in Idyllshire. Follow the quests until it's unlocked. * A new quest at each stage. (Just talking, though.) | ||||||||
5 | Notes | Notes | Upgrade | ||||||
6 | Recommended iLevel: | i170 | Body | 4x Tarnished Gordian Shaft | A4 | ||||
7 | Tomes: | 20 Law | Legs | 4x Tarnished Gordian Spring | A3, A4 | ||||
8 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear | Head | 2x Tarnished Gordian Lens | A2, A3 | ||||
9 | Hands | 2x Tarnished Gordian Crank | A3, A4 | ||||||
10 | Belt | 1x Tarnished Gordian Chain | A1 | ||||||
11 | * tokens are unlocked now; can get as many as you want all the time | Feet | 2x Tarnished Gordian Pedal | A1, A2 | |||||
12 | Once unlocked, Alexander Normal/Story can be queued in the Duty Finder | Accessories | 1x Tarnished Gordian Bolt | A1, A2 | |||||
13 | |||||||||
14 | Fist | Loot | |||||||
15 | A1 | * Feet * Waist * Accessories | Trash boss: * OT takes adds to one side. Party ignores. * Burn main boss. --------- With better gear, a push to go faster because of the Relic, and Savage tactics creeping down, the general strategy now is: * MT grabs everything. * burn Faust. (However, not every group does this, so OT be prepared to grab adds if the MT isn't.) | * MT pull boss to entrance * kill first 2 Alarums (Emergency Deployment cast) * when 2nd boss appears, OT pick up on opposite side. Bosses buffed when too close. * when bosses jump, watch the floor for the ripples -- get as far from the center of the ripples as possible * tanks -- go back to your spot; your boss will come to you * healers -- Prey -- circle over player -- they're about to get hit several times hard and fast. Shield, regen, heal. * Alarums -- kill so that death puddle covers the area under the lasers (basically, the death puddle will soak the comet, if that helps) -- pink death puddle does Minimize, so stay away -- general DF strat seems to be: 1 DPS for 1 Add * Bosses need to die within 15s of each other -- after one boss dies, LB 2nd | (But no one ever LBs...) | ||||
16 | |||||||||
17 | Cuff | Loot | minor trash & navigational challenges | ||||||
18 | A2 | * Feet * Head * Accessories | * just waves of adds (T4ish) * one tank North, one tank South; pick up what spawns on your side; fight over what spawns in the middle * last spawn -- 2 Jagd Dolls together -- split them up -or- one tank on both, other tank on other two adds * in general, try to split the higher numbers from the kill order between the tanks Kill order: 1. Red Magiteck (puts vulnerability on target) 2. Jagd 3. Miners/Hardhelms 4. Widowmakers (despite their size, don't hit too bad on their own) | Walker: * lowest DPS to these (some groups say lowest AoE DPS) * #4 ability to pull bombs away from group (might be this: can also pull mobs. Is funny.) * stack vulnerability on adds and other crowd-control abilities * cone attack does Insanity on Goblins * recharge: (says reddit): Use electroshock (strength down), then Recharge on non-mech mobs in order to regain ability points | Last spawn: * 2 Jagds, 1 Widowmaker, 1 big Goblin -- a single tank can take any two, but no more * usually easiest to have one tank on both Jagds, and the other pick up the other two * burn the dolls, folks. | ||||
19 | |||||||||
20 | Arm | Loot | minor trash & navigational challenges | ||||||
21 | A3 | * Legs * Head * Hands | Human Phase: * spread out with marks (big splash AoE at mark); also circle AoEs Hand phase: * party stack in center; tanks stack in front to share cleave -- or turn around and share with the whole group * circle punt * when it splits into 2 small ones, OT picks up 2nd * tanks need to face hands away from each other, as each has cleave (do not share now) | Tornado: * kill adds ASAP * yellow tether from tornado -- tank intercept it -- if you have tether: HOLD STILL until tank can get it, then RUN AWAY -- try not to run in between tanks and whirlpool * Other tether type (T11/DNA/Christmas) with positive/negative charge indicators over players: -- opposing charges -- get AWAY from each other (Opposites Attract -- will pull you together) -- same charge -- stack together (Same repels -- will push you apart -- make sure not thrown into electricity) Final Human Phase: * tank swap on 4 or 5 stacks * AoE circles on the ground; avoid. | Phases are HP% based Human > Hands > Tornado Human > Hands > Tornado Final Human * can skip some phases depending on DPS * (In my experience, it's rare in DF to see Human > Hands > Tornado > Final, but it can be done.) | ||||
22 | |||||||||
23 | Burden | Loot | Phase 1 | Phase 2 | Phase 3 | ||||
24 | A4 | * Body * Legs * Hands * (2 crafting mats) | * focus one leg first (other leg will get healed to full later, so ignore now) -- except: Stun the leg that starts spewing gas (to reduce the damage of the next attack) -- could be either leg * ALL attacks are splash damage * Marker = all the balls coming at you -- intercept/pop these 1 at a time, and allow time for healing in between -- good to have OT take most, and DPS alternate in (only take 1) * after leg dies, face/body is targetable -- burn Randomly picks 2 players (OT + 1 DPS) and tosses them to another platform. Kill add to get back. Don't die up there. | * focus other leg (MT Provoke, b/c it's initially aggro'd on healers) * Jagd Dolls: 3 at once (always right after catapulting OT/DPS) -- kill ASAP (else explode + wipe). -- assign 3 DPS a "spot" to watch and kill that add (A, B, C) -- the left-over DPS picks up for the one that got catapulted -- if a DPS has lines to them, intercept those, as that + the debuff from the dolls is bad * lines -- spheres on the outside target players: incoming big damage -- *might* live with 2 hits for non-tanks (with no Vulnerability) -- best to only let people eat 1 (body-block to intercept -- can't peel off like snipers) -- if you have the lines, HOLD STILL so people can block them * after leg dies, face/body targetable again -- kill it | * Big Burn Phase * Both healers get a debuff. STAY AWAY FROM EACH OTHER AND EVERYONE ELSE. (but still heal us kplsthks) As the debuff falls off, it does damage to the healers. Keep yourself healed. * (Hint for Scholars -- fairy under boss. Eye + Adlo on fairy, then Deployment Tactics) * Block all lines that go to healers (lines + debuff = bad times) * OT -- still have the lines & orbs to intercept * Discoid -- Akh Morn-like attack on MT (hits harder each time); OT be prepared to Swap in if tank dies * AoEs to dodge * melees stay on boss as much as possible to burn -- can block things if near you, but mostly burn * (if group has no melees, then the DPS need to stack in melee range anyway to give healers/OT space to run around) * Enrage | ||||
25 | |||||||||
26 | Midas (Floors 5-8) | ||||||||
27 | Unlocking | Unlocking | |||||||
28 | * Complete Alex Normal 4. * Talk to Roundrox in the Hinterlands to start. New quests to unlock each. | Same tokens drop from the same floors as in Gordias. | |||||||
29 | |||||||||
30 | Fist | Loot | Trash | Boss | |||||
31 | A5 | * Feet * Waist * Accessories | * Two Fausts * Pharos Sirius stripmine -- run away! * then Super Faust * seems to be a straight burn There actually is a DPS check here -- if the 2 Fausts don't die before SuperFaust comes out, it's a wipe. (They explode + Hummel gets damage+ stacks = bad times.) | * Always in melee range, except for mechanics. * tank in NW corner (he's a bit stubborn about going there, initially) * He changes size; retarget between changes -- when he's big -- puts stacks on the tank, then Concussion -- tank swap on Concussion AND point the boss away from the other tank (tankbuster is splash and does extra damage to Concussion victim). (Some tanks like to take it back after Concussion wears off.) -- yes, it can also be single-tanked. But do you really trust DF healers? * Tower in the middle -- run into its zone to drop puddles at A and B (don't stay: does big DoT damage) | * Marks: west syringe with A, east with B -- ALL, even MT, to A on Boost. Get turned into a bird. Use slash attack while boss stomps (you'll dodge as bird). Then use "potion" to turn back. -- Designated bomb-handler(s) goes to B and gets a temporary suit to handle the bombs. Knock them away from the group. (Can mark SE corner with C. Can use more people for more bombs. Healer & OT can be the gorilla, too.) * Bombs have HUGE range. Get in melee range srsly. * marker -- run away from group; poison goop puddle incoming * adds after bird phase | ||||
32 | |||||||||
33 | Cuff | Loot | Boss1 | Boss2 | Boss3 | Boss4 | |||
34 | A6 | * Feet * Head * Accessories | (minor trash first) Blaster: * no tank swap * avoid mines * arrow marker: -- drops Clones on players -- Clones turn to face random players. Once they turn, you can move away. -- Charge forward (and they hit hard + vulnerability stack). Try to dodge. -- similar to Lost City HM first boss mechanic, except you (as the dropper) can't determine the direction they face | Brawler: * Tank Swap on 3 stacks * Double -- both arms have a big yellow Megaman blaster on the end = share the damage with the party * single -- tankbuster; do not share * Single Drill cannon -- Pointy Cannon -- (looks pretty similar to the other single, and on the same arm) -- targets one random player; does damage based on distance (greater distance = less damage), so everyone split (Healers note: most people won't move, so this move will hit hard and possibly one-shot) -- can target the MT, rude. | Swindler: * no tank swap (however, if the "MT" still has stacks from previous, better to let the other tank start this one so you're not waiting) * puts a "Low" or "High" debuff on you. The floor plates move up or down in a checkboard pattern. Stand on the opposite from your debuff, else Vulnerability stack -- High is Purple. Low is Red. (Also the icons are slightly different: High has explosion on top, Low has explosion on side.) -- circles under your feet = on High plate. Also, on Low plate, can see lights around all edges. * big circle around one player, with "bubbles" above -- # of bubbles is # of people who need to join the circle to soak (in DF groups, though, the player runs away and seems fine?) -- on tank/healer = 2 circles; on DPS = 4 circles -- wrong number in the circle = vulnerability stacks + big hit. Please do not share your circle with the MT >.< | Vortexer: * Tank swap at 3. (Some people want 2. Seems like not enough time to me.) * all marks, including water, can also be on MT, joy * "Elemental Hammer" attack -- everyone runs to edges; he drops Ifrit burning plumes on random people (other option: stack behind boss to overlap puddles) * Marker -- waterspout dropping on you at the end of the timer (really long timer); put it in the middle-ish (away from a wall, at least) * Shiva hailstorm marks -- 1 person drops theirs on the Waterspout (to freeze); everyone else drops to outside * "Super Cyclone" (Garuda knockback) -- knocks you backwards far; try to avoid puddles behind you (Vault 2nd boss) * "Ultra Flash" -- run behind frozen pillar to avoid attack (Void Ark 2nd boss), else you die | |||
35 | |||||||||
36 | Arm | Loot | trash | Boss | (cont.) | ||||
37 | A7 | * Legs * Head * Hands | Split in to two teams, Alpha (α) and Beta (β), one person per tube. Kill yer stuff. Try to get 1 tank/1 heal per group... counting is hard... | * Spikes have bleeding debuff but do not have to be entirely avoided * "Uplander Doom" -- puts stacks on MT. Swap at 3-4 stacks. (He starts to add an extra stack after a while, so best to wait for an extra to hit.) -- note: It is possible for one tank to take it all and survive, but it requires healers who are paying attention. -- timing of Uplander Doom gets funky around the cat phase. (Do I swap? Do I wait on the cat? Decisions! -- Lately I'm finding it easier to not swap on the first Uplander/cat phase.) * Big Circle (Zoomdoom) -- boss will randomly target, stun, and then teleport one player to a cage in the corners. DO NOT stack with the person; he grabs all within a range. -- first cage -- DPS. do not move. AT ALL. Everyone outside kills the padlock. -- second -- DPS. Kill the add. Walls are death? -- third -- Tank. Kill the add. Walls are death (well, Freeze. Which is death.) -- fourth -- Heal. Stand on the gas leak to stop the poison. | * dark blue/purple marker -- boss will turn and fire wide laser at the person. (Like Shiva EX's knockback.) Targeted person needs to move to one side; group needs to move to the other. * kill all adds (duh). Stun the big one's cast attack (it paralyzes the entire group). * When the cat minion spawns -- tank pull the boss FAR away. -- tanks -- set each other as Focus Target. OT run to cat and hang out so MT can see the mark/cat. -- Cat moves all the freaking time so annoying. Seriously, tanks are trying to find the cat and move appropriately, plus the boss wants to stop to cast. It ain't so easy, folks. Stop yelling. -- Cat creates a "True Heart" add that beelines to boss and will buff him. Stun/slow/kill the add ASAP. (Has a timer, then speeds superfast to boss.) -- Be like Indy and avoid the big balls. * bombs -- tethered folks run to the different corners/side. Big splash damage. Being hit by 2 is one-shot. | Notes: * even when the boss is under 10% or even 5%, seriously, kill the True Heart. Too many wipes because people tried to burn the boss down instead of killing the Heart. | |||
38 | |||||||||
39 | Burden | Loot | Boss 1 | Boss 2&3 | Boss 4&5 | Boss 6 | |||
40 | A8 | * Hands * Chest * Legs | * Mega Beam -- wide laser in the direction he faces. Move. * adds -- kill 'em fast, else explode with debuffs * Discoid -- Balls + tether -- you cannot pop your own (will one-shot). Someone else needs to do it. * Perpetual Ray -- tankbuster. One big attack (+magical vulnerability), then 3 hard auto-attacks, probably magical. (Rude.) Tank swap during Ray cast (it will hit its initial target, like T11, with the first hit, then follow-up attacks on new target). -- can be single-tanked, though | Spawn E/W. (Don't have to be tanked apart in Normal. Can even be single-tanked here.) #1 - Brawler: * Single Cannon (one hand) -- tank takes it * Double Cannon (two hands) -- share with party * Drill -- spread; damage based on proximity #2 - Vortexer (focus target while fighting #1): * sludge bombs (avoid) -- DoT * Shiva circles -- drop an ice patch (DoT) * Super Cyclone -- roomwide knockback | Spawn N/S. (Don't have to be tanked apart in Normal. (Swindler does get a buff, but it's not a big deal.) Can even be single-tanked here.) #1 - Swindler: * high/low debuff again; stand on opposite plate #2 - Blaster * Clone divebombs -- dive in the direction they're facing * landmines on panels; avoid * circle around players -- # of bubbles above means # of players that need to share damage (e.g., 2 bubbles = 2 people join = 3 total). | * MT -- Provoke on landing, as he is a NEW enemy and has no hate table at that point. (Also useful - Flash/Overpower/Unleash) -- healers, please give a second before Med2 spam, srsly -- no swap in this phase * Double Rocket Punch -- BIG tank buster (can be split, though) -- OT -- run in front on this move to share damage * Rocket -- small AoEs on ground * Long Needle -- same indicator as Echidna in Void Ark -- share the damage * Apocalyptic Ray -- same deal as Mega Beam: avoid * Super Jump -- spread out to not share damage/stuns * when boss jumps -- don't stack in middle (he lands for massive damage) * Ultimate Attack -- unfuses. Individual robots run amok. Avoid All The Things. -- then stack in center for Double Cannon Also, he has an Enrage. You will die. DPS need to be not dead for most of the fight to avoid Enrage. | |||
41 | * | ||||||||
42 | Creator (Floors 9-12) | ||||||||
43 | |||||||||
44 | Unlocking | Unlocking | |||||||
45 | * Complete Alex Normal 8. * Talk to Mide in the Hinterlands to start. New quests to unlock each. | Same tokens drop from the same floors as in Gordias. | |||||||
46 | |||||||||
47 | Loot | Faust | Trash Compactor? | ||||||
48 | A9 | * Feet * Waist * Accessories | * hits HARD. Rude. * soak damage with both tanks. (Have to in Savage anyway.) | * Long dummy fight. DPS, watch your TP. * Tank buster every 4 moves. Hits HARD. Still Rude. * MT -- point the boss's butt where the group goes or the open spot where they need to stack. * Four quadrants. Specific adds need to be killed in specific ones. (and kill adds first) * Power Generator spawns. -- OT -- click generator & move it on top of the add to revive the add. (If add is not in right spot) -- add tethers to the person who revived it. -- move adds into quadrant with glowing walls. Kill them. * eventually that quadrant turns into molten metal and consumes the body. Don't be there. * big 270* attack (Scrapline). Everyone else get directly behind; MT can cooldown through it. * marker -- drop a rock. Best to put them next to the boss. LoS behind for the casted ability. * Faust -- keep it OUT of the glowing quadrants until it's dead. If it gets hit by one earlier, it's a wipe. SE corner seems the place to kill it. (SW with good DPS.) | |||||
49 | |||||||||
50 | Loot | ||||||||
51 | A10 | * Feet * Head * Accessories | (bit of trash first) * Electricity along the edges (Sohr Khai-esqe) -- avoid. Also a set of guns pointed just inside that strip (a Trap) -- avoid that area as well. So very narrow place to work. * tank boss on back wall or between last 2 buttons, facing side (so melee have room without standing on buttons). * big wind-up tankbuster -- can't seem to avoid; cooldown through it. * spread out marks. | * Tether -- run away (note that the arrows point away, even). Do not stand between the boss and the target. * Boss casts "Trap" -- he jumps to a button and pushes it; traps happen. (Don't step on buttons otherwise.) * Boss gets mark over his head -- red/triangle, run out; green/circle, stay close. * Bulldozer -- DPS it down before it runs you all over. (Buttons are not active here.) * blades along the side, over buttons -- find a safe spot between the blades and wait. They hit more than once. * adds near the end -- OT pick up. DPS them down, else they explode for massive damage. | |||||
52 | |||||||||
53 | Loot | Phase 1 | Phase 2 | ||||||
54 | A11 | * Legs * Head * Hands | (bit of trash first.) * spread out markers * a big add spawns in the center (once per phase); OT pick it up. * giant things drop on floor -- hide behind for Propeller Wind (else Confuse. Can be cleansed.) * OT gets a mark (3 arrows that point OUT) -- run away from everyone for big hit. * Just before it transforms, it uses a tank AoE and then either right or left AoE. * when it transforms, click on the wind spurt to board. Click the button to jump off when indicated. | * Plasma Shield -- stack in front and kill it first. * Charge mark on MT immediately -- boss charges to them. MT run through boss while everyone stays stacked on front. (If MT runs backwards, everyone else scatter.) * Lapis adds -- kill 'em. Can completely skip add phase with enough DPS. * little bit of DDR. * Photon -- Hell Wind-like ability -- reduces HP dangerously low. (Can also skip with enough DPS?) * Prey marker later -- shield/heal through it * Shiva circles -- run into the one that just exploded. Keep running until done. -- Propeller Wind immediately after, so try watch where the safe spots are -- hide! * add again. Explodes for lots of damage, but likely can DPS the boss down before then. | You can skip parts of this fight if DPS is high enough (some% pre-transform will skip Lapis adds -- throw all your DoTs on him before he transforms (when he does the second marked left/right AoE)) | ||||
55 | |||||||||
56 | Loot | ||||||||
57 | A12 | * Hands * Chest * Legs * minion | * some pretty hard tank hits in here. Some have windups, some don't. * Sacrament -- 8 orbs connected by 4 lines (2 orbs each line). Will shoot big beam straight out from each (in a cross); safe spot at the corners. Vulnerability stacks if you get hit. * Prey (circle) markers -- spread away from group. * Adds: -- 2 sets of 3 -- stack and burn. -- 2 Generals' Might -- 1 tank each (hit kinda hard). -- 4 Wings -- non-tankable. BURN THESE ASAP. (Ignore the Generals for a second, burn the new ones). They all do room-wide AOE for 3-4k each, and they do it a LOT. Helps to focus them down 1 at a time. * Ultimate -- tank LB at 3-5s. | * Marker -- get away from everyone. * normal Stack marker (arrows point IN) -- anyone without other markers stacks * Tether -- drops 4 big circles on you; don't get hit, else big Bleed (can probably be cleansed) Time stops: * all your mechanics from above, so should be in position. Mechanics will hit and start while you're Stopped, including Sacrament and Tethers. * Watch for the next mechanic, and be prepared to run/handle as soon as you're free. * 4 balls spawn -- 1 DPS per ball. Go inside and kill the add, else immediate wipe. (Also, note the scene down on the battlefield while you're inside -- it's not the fight you're in.) -- if a DPS can't make it, either a healer or OT can go in. -- once your add it dead, can jump to other platforms to help. * red/black circle pattern on the ground; avoid. (sometimes hard to see -- everything is a circle, though.) | |||||
58 |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | SB Raid | Omega Normal/Story Raid | |||||
2 | Deltascape: Omega 1-4 (O1-O4) | ||||||
3 | Unlocking | ||||||
4 | * Talk to Wedge in Rhalgr's Reach * Complete each floor to unlock the next | ||||||
5 | Notes | Notes | Upgrade | ||||
6 | iLevel: | i295 | Body | 4x Shaft | O4 | ||
7 | Tomes: | Legs | 4x Spring | O3, O4 | |||
8 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear * tokens are uncapped now, as is the weekly Crystalloid | Head | 2x Lens | O2, O3 | ||
9 | Hands | 2x Crank | O3, O4 | ||||
10 | Belt | 1x Chain | O1 | ||||
11 | Feet | 2x Pedal | O1, O2 | ||||
12 | Once unlocked, Omega Normal/Story can be queued in the Duty Finder | Accessories | 1x Bolt | O1, O2 | |||
13 | |||||||
14 | V1.0 | Loot | |||||
15 | O1 | * Feet * Waist * Accessories | Twin Bolt: * tank buster + tethers to & hits player nearest to MT (OT... move) Fire orbs -- orbs grow then explode. Don't stand near. Downburst -- knocks all players and orbs to edges Breath Wing -- can either stand on boss or in center | Clamp -- column AoE marker at MT Lightning AoEs -- move away, though seems to be enough time after other explosions Stack marker -- during ice, then hits soon after; try to be near Classical Elements -- teleports to center | Charybdis -- reduces all HP to 1. * uses Roar (raidwide AoE) shortly after -- will kill anyone not healed up | ||
16 | |||||||
17 | V2.0 | Loot | |||||
18 | O2 | * Feet * Head * Accessories | Duty Action -- Anti-gravity -- levitate until boss pulls you down with 100Gs * use to avoid attacks * Earthquake -- Levitate * ground turns blue/purple (either from orbs or from sinking) -- Levitate * yellow/white orbs -- do NOT levitate | Evil Sphere -- tankbuster Gravitation Manipulation -- boss Levitates a player + stack marker * Levitate to stack with them Maniacal Probe -- vines + eyeballs * wait until an eye disappears, then run to the open area and hug the wall Demon's Eye -- gaze attack + petrify Gravitational Wave -- interrupts casting | Antilight -- summons orbs (top and/or bottom) -- orbs cause petrify if hit by them * pattern with top AND bottom -- big overlapping pattern -- small safe spot in center (couple of safe spots on edges, too) -- line down middle -- safe spots on edges * top first, then bottom + sinking -- wait for top to explode, then Levitate (~6-7s left on sinking) | ||
19 | |||||||
20 | V3.0 | Loot | |||||
21 | O3 | * Legs * Head * Hands | Boss from Haukke Hard... not the same, though AoEs and stuff -- avoid/handle/etc Ribbit * faces a direction and casts; no AoE marker; turns you into a frog * avoid usually * Get hit with it when the floor tiles are frogs, then stand on tiles * don't be on tile if not frog Role Tiles * turns 4 floor tiles into the Tank, Healer, and 2 DPS * stand on the tile that matches your role * don't be on tile if frog, though | Diagonal Tiles * pull boss to one corner * Add -- OT pick up and take to opposite corner * avoid AoEs * remaining floor tiles will explodes with spires/damage * Mindjack -- forces you to run (Sirensong Sea final boss) -- try to stay on safe panels Aetherial Tear * get sucked in (don't need buffs up) * Puzzle time! Each current takes you in a specific direction -- slide between islands to the other Tear to get back out * seems to be a time limit, which kills you if you're not out * AGGRO RESETS after the puzzle * doing the puzzle fast/correct gets you a damage up + haste buff | Dark Piece * places markers on the board * either does a big circle or does an overlaping line pattern Forced March/Face Left/Face Right * makes you move in that direction based on your current facing * plus AoEs/stuff, so try to pre-position Apparently does have an Enrage timer, though very long into the fight | ||
22 | |||||||
23 | V4.0 | Loot | |||||
24 | O4 | * Body * Legs * Hands * minion | His attacks have the same names, but change depending on if he's channeling from the Void Very useful to move him away from North so you can see the Void channeling better Doom -- esuna Blizzard III * normal -- AoE circles * Void -- move during the cast, else frozen + vuln Fire III * normal -- marks * Void -- Pyretic on all; stop moving Thunder III * normal -- stack on tank; swap at 2 (esp. because of vuln stacks) * Void -- GIANT circle around boss + paralysis + vuln | Vacuum wave * knockback Holy * follows Vacuum wave -- stack ** WALLS FALL OFF -- YOU CAN FALL NOW ** Center -- proximity marker * get away (gives Bleed) * head spawns -- get away from its front (confuse) Flare -- 3 "get away" markers * spread out Meteor -- roomwide AoE | Black Hole * don't touch (like 2nd boss of Vault) Watch out for Vaccum wave here -- stand in center (avoid Black Holes) Head + tentacles * find the missing piece and stand near the edge * head will always spawn facing you, so move Apparently does have an Enrage timer, though very long into the fight | ||
25 | |||||||
26 | Sigmascape: O5-O8 | ||||||
27 | Unlocking | Unlocking | |||||
28 | * Complete Omega Normal 4. * Talk to Jessie in Rhalgr's Reach | Same tokens drop from the same floors as in 1-4. Tokens are 1/floor. Tokens are unlocked now. Crystalloid is still 1/week. | |||||
29 | |||||||
30 | Loot | ||||||
31 | O5 | * Feet * Waist * Accessories | * crosshairs indicate light puddles incoming; like Ala Mhigo second boss, will follow you briefly before locking in place * drop puddles on ghosts (or drag ghosts into them, if tethered) * if you get grabbed, ghosts take you, solo, to a train car; kill, then click the light to return * "Line up here!" marker -- line up there * avoid the ghosts that wander across | * Fight mass of adds while dodging marks * Stand in the light circle to jump. Kill the chimney. | * ghost army -- hug a ghost! | ||
32 | |||||||
33 | Loot | ||||||
34 | O6 | * Feet * Head * Accessories | Duty Action -- use on top of the floor painting that corresponds to the one he's tethering to Fire painting -- everyone use on water floor painting for buff Rock painting -- everyone use on (what is it?) floor painting to get a mini-airship (dismount with mount hotbar when done) Water painting -- 1 person use on painting to spawn a rock; stand behind (opposite from painting) Wind painting -- 1 person use to turn into (spoiler). Blast the things away to make a safe spot (Bray HM final boss). | Then he tries to confuse you by doing more than 1 at once. Just... paint-by-number, i.e., do all the necessary ones. * do Fire painting buff first, and have someone do the 1-person ones first Also, random auto-attacks go on the OFF-TANK. So heal us, please. | * targeted -- will poop small AoEs * tethered (Wind painting) -- run FAR until tether changes colors (or, until the arrows get small/looks more like a string than so spiky) | ||
35 | |||||||
36 | Loot | ||||||
37 | O7 | * Legs * Head * Hands | THIS GUY. Helps to tank him to one side, so both the MT and the raid can see the upcoming mechanics on the screen. The order of 1-4 is random in each instance. First the boss does a set of mechanics, then he actually summons the boss that they come from as an add. (OT pick up adds.) Wall's aren't death, but they are bad. Don't touch. | Arm and Hammer -- tankbuster Bombs with wire -- step across the glowing side's wires to defuse. (Checkmark over your head [Bardam's Mettle 2nd boss] when right.) Boss from Gubal Normal -- same mechanic: 3 people on each platform **at the same time** to block. Else, adds and pain. Shockwave (when Dadaluma is on deck) -- big knockback; get a corner behind you or otherwise lots of space so you don't hit a wall | |||
38 | |||||||
39 | Loot | ||||||
40 | O8 | * Body * Legs * Hands | Question Mark on a mechanic -- Nero is telling you this is a lie. So do the opposite, or marked area is opposite. Timely Teleport -- run to the edge where he's going. If he's casting when he emerges, get in front (knockback). If he's not, stay behind. Hyper Drive -- tankbuster Aero(something) -- knockback; don't be on the edge | Graven Image -- the statue will cast it. Changes throughout the fight based on what "level" of the statue showing. Also he gives text announcement for each phase change: * big orb around the arena = knockback from there (also it can switch sides!) * orb on one side of the statue = don't be on that side (Hashmal glowy arm) * eye on the statue: -- question mark = look at it -- no question mark = gaze attack so look away | |||
41 | |||||||
42 | Alphascape: O9-O12 | ||||||
43 | Unlocking | Unlocking | |||||
44 | * Complete Omega Normal 8. * Talk to Jessie in Rhalgr's Reach | Same tokens drop from the same floors as in 1-4. | |||||
45 | |||||||
46 | Loot | ||||||
47 | O9 | * Feet * Waist * Accessories | * Tank buster: Chaotic Dispersion * boss has 1 of 2 orders for the entire fight, separated by the transition: Tsunami or Blaze * first attack tells you which path he's going first * Transition: Bowels of Agony (!!!) -- destroy crystal -- donut AoEs on tanks/healers -- markers on DPS | Tsunami * Damning Edict * Tsunami: avoid the water. Stack markers. * "get away" on healers: get away from group; AoEs on the spots where healers are hit * Fiendish Orbs: tether to random players; tank can intercept/block to soak (cooldown) * Earthquake: avoid south. Raidwide damage. Get on edge for knockback. * double stack markers TWICE, then AoEs. Columns AoEs. | Blaze: * Latitudinal/Longitdinal Implosion * Blaze: safe spot in center. Spread markers. * double stack markers TWICE, then AoEs. Columns AoEs. * Cyclone: draw a straight line from the center of the arena to a corner. Stand at the edge of the AoE along that line. Will knock you back from center; that gives enough room. * "get away" on healers: get away from group; AoEs on the spots where healers are hit * Fiendish Orbs: tether to random players; tank can intercept/block to soak (cooldown) | ||
48 | |||||||
49 | Loot | ||||||
50 | O10 | * Feet * Head * Accessories | * Tank buster: Tail End Which way to dodge??! * spins around twice = get OUT * spins around once + up once = get IN * spins up twice = get to inter-cardinal directions from the boss' current position | * Ahk Morn -- make a designated stack point (else people tend to run around aimlessly and die) * ice circles -- grow. Try to set near edges, leaving lots of safe spots. Will persist through dodging. * fireballs: straight line lattice AoE, then in the spaces * kill the "nails", then the dragon | * Exaflare (>>) AoEs: "march" across the arena. Watch out for Cauterize (giant half-zone dive) by boss at same time. * Northern Cross = Thin Ice -- slide * Ahk Rhal -- spread out -- splash damage incoming on DPS. Move after it hits (does not chase) | ||
51 | |||||||
52 | Loot | ||||||
53 | O11 | * Legs * Head * Hands | * Tank buster: Mustard Bomb (ouch) * circles -- spread. Will leave fire puddle. * Flamethrower -- large AoE pattern * Starboard -- AoE is on his right side * Larboard -- AoE is on his left side * HOWEVER : he flips 180 degrees (sometimes BEFORE the cast). Look for the orange face (for front) or watch the hitbox. * If he does one then the other, then the same side is safe TWICE | * Charging "Fist" Adds: target & use Duty Action "Nail" phase: * kill that add before "Force Quit" finishes * must stand in a meteor circle to cleanse debuff * stand in glowing thing; target the thing in the middle and click your button to 100 | * He does the "Electric Slide"...! (aka, stack marker) * large fists -- do column over 1/3 platform; avoid * Mustard Bomb -- still tankbuster. -- Now also has a tether to random player. -- Off Tank intercept and move far away. Does Paralyze on explode. | ||
54 | |||||||
55 | Loot | ||||||
56 | O12 | * Body * Legs * Hands | * Solar Ray -- tankbuster plus splash * M -- get OUT. Does a melee-range unmarked AOE right after speech. * F -- get space behind you. Does a knock-back right after speech. * after both: 1 player with purple mark, one with stack -- get on opposite sides of arena -- find which one becomes F. Stack there for knockback. | * Passage of Arms + casting: kill M, then F before cast finishes (else die) * attack opposite color * Both out -- initially they bop around and throw out attacks * Cosmo Memory -- jump together one side + roomwide * Now they have to be tanked apart. one tank each (opposite color from your debuff); separate them | * Bladedance = HUGE tankbuster. Cooldowns and shields. -- (some people have tried to say it can be dodged, but I've run across the platform behind mine and still been hit) * if one is killed first, other spams Laser Shower roomwide AoEs until down | ||
57 |
A | B | C | D | E | F | G | ||
---|---|---|---|---|---|---|---|---|
1 | ShB Raid | Eden Normal/Story Raid | ||||||
2 | Eden's Gate (E1-E4) | |||||||
3 | Unlocking | |||||||
4 | * Talk to the Anxious Crystarium Guard in the Crystarium (hiding in an alcove near the main aetheryte) | |||||||
5 | Notes | Notes | Gear Piece | # tokens to trade | drops from | |||
6 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear | Body | 4x Armor | 1, 2, 3, 4 | Each fight now drops 8 tokens, wut. | ||
7 | Legs | 4x Chausses | 1, 2, 3, 4 | Most fights drop most tokens, as well, so can get all Body pieces in the first week, for example | ||||
8 | Head | 2x Helm | 1, 2, 3 | |||||
9 | Hands | 2x Gauntlets | 2, 3, 4 | |||||
10 | Once unlocked, Eden Normal/Story can be queued in the Duty Finder | Feet | 2x Greaves | 1, 2, 4 | This tier now completely unlocked. Farm it up. | |||
11 | Listing some ability names as [...] for spoilers (for now) | Belt | 1x Belt | 1, 2 | ||||
12 | If you want to get back to the zone, there's an NPC south of the Inn aetheryte. | Accessories | 1x Bangle | 1, 2, 3, 4 | ||||
13 | ||||||||
14 | ||||||||
15 | E1: Resurrection | * Oh, you are unexpected * WALLS ARE DEATH * Spear of [...] -- tankbuster * Vice and Virtue: either all DPS or both tanks -- DPS: Black markers = drop black hole (sucks you in) -- drop away -- tanks: markers/tethers on tanks -- giant column AoE; point away from raid/eath other * boss jumps to a corner + Pure Light = 90% of the room is death -- get behind the boss (it hits about halfway through model) * many AoEs (boss jumps during, too, so watch) -- AoEs are targeted at players, so jumping to boss too early will bait them all to that corner * Dimensional Shift and Gravity -- both roomwides | * Adds -- stacking them seems okay -- tankbusters (cleave!) -- do have an Enrage=dead cast * Ultimate -- oh yeah | * repeat all the things | ||||
16 | ||||||||
17 | E2: Descent | * Shadowflame -- tankbuster on MT and OT * "Spell in waiting" -- timer until it resolves. Can do other things until you need to react for the timer. -- stack / spread / look away -- for "look away" (eyeball), can take behind the raid so DPS don't have to stop (MT: pay attention) * avoid the enemies floating around * Entropy -- raidwide | (cont.) * knockback/sweep indicator -- AoE extends beyond the platform, so watch for the edge * stand in the circles (also during knockbacks -- knockback immunities work) | * repeat all the things | ||||
18 | ||||||||
19 | E3: Inudation | * This seems like a bad plan.... * [...] Roar -- roomwide * [...] Quake: -- Looking at the middle -- losing middle -- Looking at sides -- losing sides * Rip [...] -- tankbuster/marker on tank -- column AoE; party get away -- also, OT getting auto'd during the whole fight, so heal them * Temporary [...] -- GIANT column over platform -- 2 corners safe | * [...] -- look E/W: knockback from there * player marked with "yellow flower" -- giant arrows pulsing from their location -- so can control where it shoots from -- get lots of space behind you; don't stand immediately in the open area -- most DF groups: this person go front so everyone can see that it's up * boss leaves platform (first time just raidwide then returns) -- AoEs on ground = grow + explode (avoid) -- look for portal -- boss dashes from there on half the platform | * repeat all the things Notes: when platform is split into two sides, be careful about gap closers! They like to target the middle, which is death... | ||||
20 | ||||||||
21 | E4: Sepulchre | * This seems like A VERY BAD PLAN... * Voice of [...] -- roomwide * dodge in and out of marked squares * [...]crusher -- tankbuster -- is an AoE; don't stack with MT -- Def Down debuff -- can tank swap, though not required in Normal * stand behind the not-glowing pillar during cast; LoS boss * giant arrows pulsing outward -- get lots of space behind you; don't stand immediately in the open area | * Massive [...] -- first stack in front of boss, then immediately move to sides * bombs -- explode in the order they appear. Try to get far from the bigger one -- plus tiles to avoid * boss transforms to THAT (you'll know) -- get to side with 2 squares (more room), next to boss; there's an initial knockback; avoid glowing squares * [...] Fury -- roomwide | * repeat all the things Plus: * Rightward/Leftward [...] -- half the arena is death. Other glowing squares to dodge as well. | ||||
22 | ||||||||
23 | Eden's Verse (E5-E8) | |||||||
24 | Unlocking | Unlocking | ||||||
25 | * Complete Eden's Gate 4 Normal * Talk to Yalfort in Mord Souq (Ahm Araeng) | |||||||
26 | Notes | Notes | Gear Piece | # tokens to trade | drops from | |||
27 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear | Body | 4x Armor | 1, 2, 3, 4 | Each fight now drops 8 tokens, wut. | ||
28 | Legs | 4x Chausses | 1, 2, 3, 4 | Most fights drop most tokens, as well, so can get all Body pieces in the first week, for example | ||||
29 | Head | 2x Helm | 1, 2, 3 | |||||
30 | Hands | 2x Gauntlets | 2, 3, 4 | |||||
31 | Once unlocked, Eden Normal/Story can be queued in the Duty Finder | Feet | 2x Greaves | 1, 2, 4 | This tier now completely unlocked. Farm it up. | |||
32 | Listing some ability names as [...] for spoilers (for now) | Belt | 1x Belt | 1, 2 | ||||
33 | If you want to get back to the zone, there's an NPC south of the Inn aetheryte. | Accessories | 1x Bangle | 1, 2, 3, 4 | ||||
34 | ||||||||
35 | ||||||||
36 | Loot | |||||||
37 | E5 Fulmination | (Seriously, WoL, I think you got brain damage -- where's the beard and the extra beard?!!) Crippling Blow -- tankbuster Pick up 1-3 orbs as they spawn -- let the MT have some, too!!! * provide a buffer against lightning damage * 4 is bad. Don't pick up 4. (healing down debuff) * Some mechanics knock them off of you, so keep watch. | Spears -- find the short one; stand over there Clouds -- don't stack them! They tether + combine. Is ouch. "Tether" off the platform: * single to N/S: pushback AoE from center (pushes about halfway from the center) * 3 horses to East or West: 3 charging horse adds. 6 lanes; they charge down 3, stay in safe lanes. | Thunderstorm -- so many AoEs. * Dodge them while dodging everything else too. * with horses, helps to stay in safe lane and dodge up/down in it | ||||
38 | ||||||||
39 | Loot | |||||||
40 | E6 Furor | Tanks: one takes first boss, other takes second, because obviously they're going to both be on the field after that, and you're obviously going to need to tank them separately Walls of death Spinny Circles -- need another person to stack to "weigh it down", then can dodge out Ferrostorm -- two "horns" in the ground on either side of boss -- will shoot giant cone that way avoid blue center (death in center; also knockback, so position) tethers -- no, tanks can't take them. Giant column. Don't stack 'em. Occluded Front -- you + orbs will be pushed to middle, then orbs explode. Pre-position in safe spot (no orb). | Proximity marker -- Ifrit drops. Other tank takes it. Let me have it! Tether on tank -- debuff. Don't get hit by anything else. Hands of Hell -- 4 tethers on 1 person * need 3 other people to pull them off and separate them. Instant Incineration -- tankbuster (big marker) Hot Foot + jump -- stack on Ifrit to be safe Here comes Garuda = both of their mechanics * Occluded Front wind orbs -- Ifrit will kick one to a new spot (stack on Ifrit) | lots of repeats of their individual mechanics, with combos Hands of Flame -- tankbuster + most of arena is fire. * stand behind boss. Hands of Hell -- 4 tethers 1 person * while blue circles are out * clones rush to tether targets, leaving small safe zone behind Ifrit EX fire puddles, so safe spots along wall Conflag Strike -- final strike is 270 cone in front of boss * don't be there | ||||
41 | ||||||||
42 | Loot | |||||||
43 | E7 Iconoclasm | Unshadowed Stake -- column tankbuster; don't point at raid (same as Levi in previous tier) Birds form in sequence, then will charge down the lane in that order When portals appear, the portal color that gets hit by the birds first will explode down its lanes first | Teleportation markers -- fixed to the orientation of your character * try to at least land on the platform! (can stand center; should be safe) * later you'll want to aim at a specific spot to either stack in a marker or avoid AoEs. Is enough time to teleport and then move. don't stack the stack markers! Colors -- get hit by the opposite * debuff swaps when hit correctly | Adds - tanks pick up. They move (slow at first); can be stacked. * teleport into edge of AoE, then dodge back in Colors + Birds + Portals: Back portals get hit by birds * remember that your debuff is changing between as well!! * portal hit by colored bird will spit out that same color | ||||
44 | ||||||||
45 | Loot | |||||||
46 | E8 Refulgence | Redress is sometimes A GAZE ATTACK (because she's changing clothes, don't peep) * the eye is WAY up above my camera, ugh Axe Kick -- point-blank AoE (Axe = Away) Scythe Kick -- donut AoE (Scythe = Stack) Thin Ice -- slide Biting Frost -- 270-degree attack in front; slide behind Driving Front -- 90-degree attack behind; slide in front Double Slap = tankbuster. Much ouch. | Frigid Stone + Frigid Water = Flare markers + AoEs * Flare Markers move to edges * AoEs don't stack, but stay center-ish * generally DF does this very poorly. Chasing Ice -- 3 AoEs incoming. Move away from raid. Heavenly Strike -- knockback Mirrors -- reflect boss's attack (as if they were the boss facing N) * safe is opposite from the boss' attack (so dodge boss and then dodge mirrors) | Add phase: * intercept tethers unti lthey expire * kill the stuff * Earthen will cast Stoneskin; can interrupt Holy -- get out of center, then get right back in Meteor circles = soak (# of orbs = # of players needed, 1-3) Markers -- giant cone; please don't point at circles Absolute Zero -- multiple heavy raidwides Enrage cast -- kill boss (no mechanics) | ||||
47 | ||||||||
48 | Eden's Promise (E9-E12) | |||||||
49 | Unlocking | Unlocking | ||||||
50 | * Complete Eden Normal 8. * Talk to Yalfort in Mord Souq (Ahm Araeng) | |||||||
51 | Notes | Notes | Gear Piece | # tokens to trade | drops from | |||
52 | Gear Dropped: | * does not drop gear * instead, drops tokens in chests that the party lots on * use tokens to buy gear * tokens are limited to 1/floor/week. Blade is 1/week (auto-drop). | Body | 4x Armor | 1, 2, 3, 4 | Each fight now drops 8 tokens, wut. | ||
53 | Legs | 4x Chausses | 1, 2, 3, 4 | Most fights drop most tokens, as well, so can get all Body pieces in the first week, for example | ||||
54 | Head | 2x Helm | 1, 2, 3 | |||||
55 | Hands | 2x Gauntlets | 2, 3, 4 | |||||
56 | Once unlocked, Eden Normal/Story can be queued in the Duty Finder | Feet | 2x Greaves | 1, 2, 4 | Minions and music scrolls do not count against weekly items. | |||
57 | Listing some ability names as [...] for spoilers (for now) | Belt | 1x Belt | 1, 2 | ||||
58 | If you want to get back to the zone, there's an NPC south of the Inn aetheryte. | Accessories | 1x Bangle | 1, 2, 3, 4 | This tier now completely unlocked. Farm it up. | |||
59 | ||||||||
60 | ||||||||
61 | Loot | |||||||
62 | E9 Umbra | Knockback -- get to middle & be knocked to safe zone Vines -- run away until tether breaks | ||||||
63 | ||||||||
64 | Loot | |||||||
65 | E10 Litany | THE SHADOW IS THE BOSS * if the Shadow is on the field, everything is cast relative to the SHADOW, not the boss model Boss turns himself around, btw. Stop yelling at me. | Summons 2 adds in corners -- both will do big circle AoEs Summons 3 adds -- one has a dark tether going to it -- SHADOW * follow the Shadow around the field, then get next to it | Tankbuster: do not need to swap; just cooldowns is fine * Umbra Smash -- 4x slashing resistance down * Shadow's Edge -- tankbuster | ||||
66 | ||||||||
67 | Loot | |||||||
68 | E11 Anamorphosis | oh, good, she has brain damage too ... ... Burnt Strike -- column AoE down center of boss model (he wiggles!) * Fire -- get IN after the middle cast; knockback * Lightning -- get OUT before the middle cast (second cast hits quickly) Bound of Faith * Fire -- split-damage AoE; move close * Lightning -- Take it edge; big bleed debuff otherwise | Powder Mark -- tankbuster Burnished Glory -- roomwide AoE Puddles -- * Watch what he's casting before the puddles appear (middle puddle is not related to that element) * If he was casting Fire, stay away from the Fire puddles * If he was casting Lightning, stay away from the Lightning puddles | "Adds": * like The Burn final boss -- have to find them by proximity * find the safe spot and stay there | ||||
69 | ||||||||
70 | Loot | |||||||
71 | E12 Eternity | Maleficium -- roomwide AoE Primal phase: * Ifrit -- E/W is safe * Ramuh -- get out of middle * Leviathan -- middle column is safe * Garuda -- narrow conal AoEs in cardinal directions Formless Judgement -- tankbusters on BOTH tanks | Adds: kill 'em ASAP. They do not respond to aggro. After first set: * 2 Earthshaker markers; take to sides * everyone else stack center to protect the crystal Second: * Stack markers on healers -- split & share * knockback from side Third: * knockback from center Paradise Lost -- Ultimate | Junction phase: * will either use "Store" or "Cast" while channeling from 2 primals (so combo of both) -- Store means will use it later with "Release" skill -- Cast means will use it right now * Shiva -- Diamond Dust -- slippery floor -- Rapturous Reach -- conal AoE; get behind * Titan -- bombs -- get away from big; stand between smalls; then move to next safe spot between smalls | ||||
72 |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | ARR | The Crystal Tower Raids (LotA, ST, and WoD) -- now with XP from bosses! | |||||
2 | #1 | Labyrinth of the Ancients | |||||
3 | Unlocking | (aka, The Crystal Tower (CT), even though it's not actually inside the Tower yet) | |||||
4 | Revenant's Toll | 1. Speak to Outlandish Man for "Legacy of Allag" quest | |||||
5 | St Coinach's Find | 2. Speak to Rammbroes. Get GOLD in 2 Fates (note: not difficult; 2 players or 1+chocobo can clear): | |||||
6 | a. Earth | Camp Overlook (Outer La Noscea) -- U'ghamaro Mines -- "Stopping the Shakes" | |||||
7 | b. Water | Aleport (Western La Noscea) -- Sapsa Spawing Ground -- "Making Waves" | |||||
8 | St Coinach's Find | 3. Speak to Rammbroes. Get GOLD in 2 Fates (note: not difficult; 2 players or 1+chocobo can clear): | |||||
9 | c. Fire | Forgotten Springs/L. Ala Mihgo (S. Thanalan) -- Zahar'ak -- "He's a Firestarter" | |||||
10 | d. Wind | Dragonhead (Coerthas) -- Natalan -- "The Storm Caller" | |||||
11 | St Coinach's Find | 4. Speak to Rammbroes for "Sanding it Down" quest | |||||
12 | City | Where | NPC | ||||
13 | Ul'dah | Goldsmiths' Guild | Serendipity, Biggs | ||||
14 | N. Thanalan | Camp Bluefrog | Experienced Adventurer | ||||
15 | north | Wedge | |||||
16 | St Coinach's Find | 5. Speak to Rammbroes for quest | |||||
17 | City | Where | NPC | ||||
18 | Gridania | market | Parsemontret | ||||
19 | South Shroud | Urth's Gift | |||||
20 | North Shround | Ixal Logging Grounds | |||||
21 | Proud Creek | (next to Ixal) | |||||
22 | St Coinach's Find | 5. Speak to Rammbroes. | |||||
23 | Crystal Tower | 6. Go to the entrance to add to Duty Finder | |||||
24 | |||||||
25 | Notes | ||||||
26 | Recommended iLevel: 50 | ||||||
27 | Tomestones: | ||||||
28 | You can do this immediately after getting to 50. It's not difficult, provided you/everyone else is generally trying to do the correct mechanics. | ||||||
29 | 24 players split into three "alliances" of eight people each -- 2 tanks, 2 healers and 4 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
30 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chead. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chead box like mad.) | ||||||
31 | |||||||
32 | on the way | Boss | |||||
33 | LotA1 | * Stand on the green platforms -- poisoned water will fill in later, in stages * kill weaker enemies first (AoEs) without pulling the others * Valefors -- huge tail swipe! -- so tank with side facing party (do not turn them around!); melee, watch positioning * Valefors have a Disease debuff (eye attack). Decreases healing done to you. Healers, Esuna it off before Curing. * mob of tanks grab little mobs. * a tank to each big guy. Big ones have punt back. * pull the Eyes first & kill. Then go to the Dira. ================== currently: * pull it all, burn it all. (still watch the Valefors, though). | The Bone Dragon | ||||
34 | * MT - Bone Dragon (BD) * OTs - Platinal skeletons - Start Aggro combo on DB, then hit Platinals with final to get massive aggro lead. Provoke/pull these down the pathways and kill them at the end. Also, kill them on separate platforms. * skeletons that are not dead before the BD dies will Haste/run to BD and AoE the room Phase II: * dead skeletons are raised & run to BD corpse * have Heavy *if* not near others (Haste + tether if near another skeleton, & Haste if too close to BD) * skeletons that reach corpse cause room AoE * once all skeletons dead, BD resurrects; kill it again Phase III: * Eyes spawn, and BD resurrects again * OTs pull eyes away from group. Eyes will do Petrification. * everyone else kills BD. * BD has huge frontal AoE that does Charm. ========================== currently: * burn and heal through explosions. | ||||||
35 | |||||||
36 | LotA2 | * Split up with your alliance members & go to your platform -- A to left, B to center, C to right * 4 players ALWAYS on each back platform (ranged) to allow another group's Atomos to be hit AND to prevent spawn of one large monster (Iron Giant = alliance wipe) * Atomos does not need to be tanked. 3 DPS on it. * MT pulls adds back to platform people so they're not bored. * Platform players can survive AoEs. Seriously. DO NOT RUN OFF. Heal through it. * stay on your back platform until it stops glowing If the groups are not aligned with 2 melee/2 ranged each, then players can be switched between groups for best conformation. Even if you don't switch, it's important to note and to adjust your group accordingly. MUST have 4 on the platform at all times. ====================== currently: * Still need 4 to trigger the platform. | Thanatos | ||||
37 | * pots around room accept any spells cast on them (Cure, Regen, etc.). Thanatos starts dragging a pot -- Heal it to full to return it. If a pot is lost, the group it targets will no longer get Debuff * Group with Astra Realignment Debuff (cast by pots) is the only one that can harm Thanatos. When you have the Debuff, ONLY attack Thanatos. (A blue line will link you to the pot casting the Debuff, & then you will be invisible. The line disappears after a few seconds, but the timer will show you how much longer the Debuff has.) -- starts on A, then B, then C * When you do not have the Debuff, take all Adds, *ESP* Sandman adds (they harm pots). Also, Nemesis have auto-aggro on Healers; tanks should grab these. * Tanks must swap with Provoke as the Debuff shifts (short overlap as debuff transfers). (P.S. It would help your Melees if you would run *TO* Thanatos and Provoke, rather than grabbing from across the room. Ahem.) * Thanatos uses Crepuscule Blade, an unmarked AoE with knockback. Avoid by running through him. Or Interject. ================== currently: * burn. Alliance C should never get the debuff (B barely should, even). | ||||||
38 | |||||||
39 | LotA3 | * split with alliance -- A to left, B to center, C to right * Tank Vassagos as far from each other as possible; too close, middle bomb explodes * adds -- balloons, napalms -- Napalms will reach center & AoE explode. Balloons AoE explode in place. Kill them all ASAP. Each bomb that explodes increases the size of the center bomb. Too big = wipe. * Vassagos spit large AoEs that persist for some time -- move clockwise then counterclockwise to maintain distance between when avoiding * Vassagos randomly turn and send long rectangular AoEs over the entire platform. Not very wide, but rough when all 3 overlap. Avoid (duh). ========================= currently: * still have to kill bombs * fast burn, though | King Behemoth | ||||
40 | * 1 MT, with 1 OT for Iron Giant add. Tank KB to the north; tank IG to West-ish. * Persistent electric charge on floor, causing damage. Cannot be stopped. Lots of heals. * 4 towers -- assign a player to each. Tower player must click console when it starts to glow; if not, the tower adds extra damage to the room-wide AoE. * keep Behemoth facing away from the room; massive front cone * Bomb adds -- Ranged switch to (else will blow up tower button, and then the AoE cannot be dispelled by clicking; lose enough towers, and the alliance will wipe to the increased damage) * green glowing icon above your character -- run to the outer edge of the inner circle. Comet will spawn on top of you. Comets will save you from KB's ultimate attack, so "place" them away from KB & IG, generally SW. Comets do not harm you, but other nearby things might. * Iron Giants will attack comets with ranged attacks -- OT pick up; Melee switch to these. If comets destroyed, send pieces that hit everyone & cause Burn DoT (Esuna!). Also, nothing to hide behind later. * Iron Giants can be stunned when they spawn, and it generally prevents them from seeking out anys healers who left you with lingering HoTs. IG spawns N, E, S, then W. * Ecliptic Meteor: KB stands up and roars. Run behind comet & LoS KB (like Garuda's rocks). Comets will be destroyed after. * watch out for whirlwinds =========================== currently: * Focus Behemoth. Meteor comes fast now. Ignore towers. * still need a tank on IG, else he can still destroy all comets, and you will wipe. | ||||||
41 | |||||||
42 | LotA4 | none | Phlegethon | ||||
43 | * Platforms: A, left; B, middle; C, right -- these are your "home". Lava will cover these for parts of the fight. * Tank him in the center (or slightly off-center, so you can see when he moves to center for Ancient Flare) * Very Obvious, geometric-patterned, differently-colored AoEs. Stay in the clear spaces, if you can find them :p * Is a 1-tank fight. Other tanks can hang out around edges of fire to "sacrifice" themselves to the Iron Claw, while DPS kill the Claw. (Claws grab/incapacitate nearest target.) * Ancient Flare -- fire ring disappears and he goes to center = run back to your platform. At least 4 people on each platform to trigger shield; no shield = everyone wipes. Not behind shield when he casts = you die. * Just before he starts the cast, 3 iron claws will spawn at the same time, 1 on each platform. That's your cue to run back & kill the Claws. After Ancient Flare, Iron giants spawn on platforms. Kill before Lava covers platform. * A few Iron Claw adds throughout. * Second time he casts Ancient Flare, Iron giants *and* claws will spawn at platform. * Lots of lots of lots of AoEs * Bacon. ==================== currently: * Still need 4 on the platform for shield against Ancient Flare. Still insta-wipe. * First Ancient Flare has some time after claws die. * Second Ancient Flare comes FAST. Be ready to run after claws. | ||||||
44 | |||||||
45 | Sycus Tower (ST/CT2) | ||||||
46 | Unlocking | ||||||
47 | St Coinach's Find | 1. Clear CT. 2. Speak to Rammbroes. | |||||
48 | Notes | ||||||
49 | iLevel: 70 | ||||||
50 | Party structure (pre-mades as well): 1 Tank/2 Healer/5 DPS | ||||||
51 | |||||||
52 | on the way | Boss | |||||
53 | ST1 | * trash is not difficult, just lots of AoEs and tanks fighting for aggro | Scylla | ||||
54 | * Purple orb -- drag to the poles (3 per pole; lights on floor per orb). Powers platforms. * Blue orb -- gonna get frozen. Do not drag over party members or other puddles. * Red orb -- fire blast incoming. Drag to frozen folks. (Do not drag over puddles!) * Ancient Flare -- get in the puddle left from unfrozen orbs. * Daybreak -- at least 4 on platform, else alliance gets petrified. * Adds. And AoEs. ====================== currently: * shouldn't see Daybreak. Don't even need to do the tethers/purple orbs mechanic (because it's for Daybreak); orbs explode for minor damage, no big deal. | ||||||
55 | |||||||
56 | ST2 | * trash is not difficult, just lots of AoEs and tanks fighting for aggro | Glaysa Labolas | ||||
57 | * clockwork things in the circles -- the ones that link to GL -- someone has to go into the circle so the things can be damaged (person will be stunned) -- can actually skip these, just will be more healing after * clockwork soldiers -- drag back to their spawn point and kill there to make links * platforms activate -- still have a few seconds to damage boss * jump on platform, wait for spinner rook; kill, jump to next. Platform without a Rook is the way back; wait until big move is done ====================== currently: * burn. ignore the circles (they're for his Ultimate, which you should not see). | ||||||
58 | |||||||
59 | ST3 | * trash is not difficult, just lots of AoEs and tanks fighting for aggro | Amon | ||||
60 | * spotlight -- Adds coming. Kill ASAP. (If they reach boss, they pacify alliance) * Esuna off Bomb debuff * purple orb -- shrink -- drag over enemies, particularly Kum-kum * frogs! Can breathe fire to free people from ice or can try to kill mobs (but AoE breath will hit party, too) * ice -- hide behind during Final Curtain ==================== currently: * still have to hide for Final Curtain | ||||||
61 | |||||||
62 | ST4 | * nothing | Xande | ||||
63 | * lots of small yellow circles -- one person stand in each * black circle -- if it's on you, drag it to melee range; else, find your party and stack in the circle. -- stand in only 1 circle; overlap probably kills you. * boss disappears -- burn the things around the edges first, then in the middle ====================== currently: * still need circles filled (we're only level 50 here) | ||||||
64 | |||||||
65 | World of Darkness | ||||||
66 | St Coinach's Find | 1. Clear ST. 2. Speak to Rammbroes. | |||||
67 | |||||||
68 | Notes | ||||||
69 | iLevel: 90 | ||||||
70 | Party structure (pre-mades as well): 1 Tank/2 Healer/5 DPS | ||||||
71 | |||||||
72 | on the way | Boss | |||||
73 | WoD1 | Chimeras will do 3 huge AoE circles (in a triangle) * all the usual Chimera abilities * pull them away from those spots * can be Silenced | Angra Mainyu | ||||
74 | * two AoEs that bisect the room (along the boss's coronal plane, that is, divides him between front and back) -- alternate which one you stand in to alternate debuffs (too many stacks = insta-death) -- so best to sight along the boss' flank * Mortal Gaze -- look away from boss (like Petrifaction) -- if you don't dodge, you get hit with DOOM. Cannot be Esuna'd. -- run onto lit panels to clear (like Qarn NM); panels light up clockwise -- so chase it down! * kill Hourglasses. Don't be in the last quadrant that's lit up when the last hourglass dies -- normally have a few seconds to get out -- if DPS is too slow & hourglasses don't die, the quadrant will suddenly freeze & trap everyone inside; then Reaper appears and one-shots everyone in the quadrant * tank & kill adds (can stun their big cast) * boss marks/binds players with 100-Level or 150-Level circles -- GTFO from the circle | ||||||
75 | |||||||
76 | WoD2 | * Can stun/silence Ancient Flare and Ancient Quaga * Kill the clouds to avoid more adds (esp middle on the 2nd set) * kill adds ASAP * It's a trap!... | Five-headed Dragon | ||||
77 | * tank him at the BACK of the arena so the alliance has more room * does fire AoE, freeze AoE, thunder AoE, and poison AoE. * Poison spawns a slime -- kill ASAP. Stand in puddle to stop more spawns. Multiple slimes can combine to Big Slime, which explodes with huge AoE. * Ice -- grows over time * purple mark -- stack with other players to split damage * kill the Prominence (orb) adds ASAP * when boss starts casting his Ultimate, the other four heads become targetable -- kill them quickly -- extra damage is taken for any heads still alive * stick Dragonflies tethers on other players (it's a Prey debuff, so works like Sastasha HM 1st boss or snipers in BrayHM), and take them from affected players. Pass it around often enough to render it harmless, else it one-shots folks. * If boss is under 5% and Prominences spawn -- KILL THE PROMINENCES. Yes, they will wipe the party before you get the boss. Every. time. | ||||||
78 | |||||||
79 | WoD3 | Howling Atomos * each party to a platform set * glowing panel on the top -- step on it to activate another group's jump panels * bottom level -- step on glowing panels to jump up * kill adds * marked player -- jump down to avoid being swallowed * stack in center for Shockwave | Cerberus | ||||
80 | * current DF method: 1 MT; all DPS in stomach; 2 OTs for adds * Ululation (p.s., it's a real word) -- group together to avoid Hysteria/Abandonment -- stack on the MT, too, else he'll run and drag Cerberus everywhere * Eaten group: -- stand in Gastic Juice to get Mini, then stand in Slabber AoE to get Eaten -- kill stomach lining to break out * Main: -- beat on him until he collapses and casts Reawakening -- while he's down, grab the chains and reattach them. (Do not heal people with chains, else they drop them.) If not chained, he gets massive damage stacks and 1-shots everyone. -- continue attacking (can delay chains for more DPS) * Adds: -- tank & kill the adds, else they eat the healers. * watch out for all other AoEs. Cleanse the DoTs. * should only need to go in the stomach 1 time; burn after that | ||||||
81 | |||||||
82 | WoD4 | No matter who the MT is, definitely have at least 1 healer from each party healing the MT. They are taking massive damage + a bleeding debuff. Rest of the party really shouldn't take much, so long as meteors are handled correctly. | Cloud of Darkness | ||||
83 | * When she "jumps", massive frontal column attack incoming * 1 person stand in each meteor to absorb * red crosshair -- repeated lightning strikes incoming -- run away from the alliance. please, srsly. -- keep running/dodging until it's done * Whack-a-Mole! -- hit Lurkers. Any not hit will Bad Breath the entire Alliance. * kill the clouds before they reach boss -- DO NOT USE ANY KNOCKBACK SKILLS -- these all shoot the clouds directly at the boss, no matter the direction -- can stand in their hitbox to slow them down -- meteors during the phase, too * Orbs -- 1 alliance for each (helps to set waymarkers in the beginning) -- burn fast * CONTINUE DOING MECHANICS UNTIL SHE'S REALLY DEAD. | ||||||
84 |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | HW | The Void Ark raids | |||||
2 | #1 | Void Ark | |||||
3 | Unlocking | ||||||
4 | Quest chains starts in Ishgard: The Pillars | ||||||
5 | |||||||
6 | Notes | ||||||
7 | Loot: | Unlocked. | |||||
8 | Loot table is not as rigid as previous CT/ST/WoD raids -- your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
9 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
10 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
11 | |||||||
12 | on the way | Boss | |||||
13 | VA1 | Run through the available route, killing things as you go. | Cetus | ||||
14 | * kill all adds * if you get marked with Giant Green Mark, DIVEBOMBS coming (Boss will move from his spot outside the ring straight to your position and drop massive, highly-damaging puddles along the way). Get away from people/try to ensure the boss won't mow over everyone from his current spot on the edge to you. * Electric Whorl -- stack on boss (inside hitbox) or run outside AoE * kill adds, especially any that are tethered to you * At some point, boss stuns entire raid. 2 parties are knocked back, 1 is sucked in. Kill all the adds you can reach ASAP. (similar to WoD Final Boss) | ||||||
15 | |||||||
16 | VA2 | Ventilator trash room: * careful, there's a lockout on the room * divide A/B/C around the room counter-clockwise. Enemies are tied to morbol spawns, so logically, tanks take the adds that trigger the morbol they want. -- room is a triangle with 3 points; each side spawns the morbol at one point. C--b--B c a A * kill the Knots ASAP #1 OKEYDOKIE? -- seriously, you can avoid poison in this room entirely if you kill the Knots fast enough, so please do it. No seriously, stop tunneling and kill the @$*%& knots already. * step on circles to clear the room of poisonous gas * Knots still spawn when morbols up -- Knots still #1 * Somehow people still have the most trouble with this room | Irminsul/Sawtooth (Doggy and tree) | ||||
17 | * Magic or Ranged Physical resistance on one or the other (sometimes the tree doesn't show its resistance type, so check the boss) -- switch to the appropriate target -- melee -- kill either * kill the adds ASAP; don't let them get eaten by the black ground * run out of black ground, else you become a bush and will be Charmed into attacking other players with a small frontal cone -- P.S. Avoid these players and their attacks, else you also become a bush and attack people * when Sawtooth lines up for his special attack -- Smashing Stomp -- stack behind the tree * targeted = mucous goop incoming -- try not to stack on other players -- players hit by goop will become stuck and tethered -- free players run through the tethers to break | ||||||
18 | |||||||
19 | VA3 | Coffin room. (Well, technically they all are.) * Burn 3 adds ASAP (stun/silence their big move, else it'll hit the whole party for all the damage). * kill adds along the sides, then burn the big guy down. | Cuchulainn | ||||
20 | * Avoid tentacle slams (can hide between them & continue DPS; they go straight down) * Don't stand in the loooooong-lasting frontal AoE (Corrupted Bile). No marker. -- Also he likes to turn around and do it in random directions. * Kill the pillars * Kill the Foobars (not normal aggro tables) -- when boss casts AoE at Foobar, gtfo and take the Foobar with you, else boss will eat it, poop it out, and then do damage to the raid. -- also do not get caught in his suck-in attack yourself, else he'll eat you, poop you out, and do damage to the raid. * Floor turns disgusting -- get on platforms (must Jump) -- Do not stay on/near platforms otherwise -- targeted, lingering AoEs will drop on you (them) and then kill the raid when the raid jumps on the nearest "safe" spot. *glare* * Run through black lung balls to remove them before they explode for massive damage (oh hey look, a use for offtanks) | ||||||
21 | |||||||
22 | VA4 | none | Echidna | ||||
23 | * Designate A/B/C spots (sides and behind boss) -- B and C far apart. Far. FAR. * Attack that does 2 huge line AoEs. Safe spots to the outside and right down the middle. * Kill adds. * Look away during Petrifaction (always from Echidna, even when split) (OTs -- focus target her) * mark/big arrows AoE -- STACK to split damage. Stop running away from meeeeee! * When split -- tanks run to A/B/C based on your Alliance. Groups burn down your add. -- NOTE: the three will target tanks based on the Party ID (A (Echidna), B/C (snakes)). So be smart and take the add that naturally follows you. -- snakes will tether if too close. Tether = stacks. 3 stacks = you will wipe when she reforms to cast Gehenna. Also stacks if it takes "too long" to kill them. -- the order in which they are killed does not matter. All that matters is the number of stacks when the last one dies. -- stun Echidna's big fire circle. | ||||||
24 | |||||||
25 | #2 | The Weeping City of Mhach | |||||
26 | Unlocking | Wiping City of Mhach... | |||||
27 | * Complete Void Ark and its quests | ||||||
28 | * Stacia | The Sea of Clouds (X:6.2 Y:5.8) | * Quest: "The Weeping City" | ||||
29 | |||||||
30 | Loot: | Unlocked | |||||
31 | Loot table is not as rigid as previous CT/ST/WoD raids -- your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
32 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
33 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
34 | |||||||
35 | |||||||
36 | Mach1 (yes that's a bad pun) | * two waves of gators * one set of scorpions/spiders | Arachnae Eve | ||||
37 | * mark -- drop the web to the outside (if you get to the edge and keep running along it, she'll spit at your snapshotted position, but won't hit you) -- room becomes quicksand (later) -- run into the webs to not get sucked in. Attack after does damage based on distance from center. Far is good. * round marks -- mucus -- same as Void Ark second boss * ring AoEs -- wait at the edge of the marker, then run back in to the zone that just exploded. * "Stack here" marker from Echidna = "stack here" * Web: (assign 2 alliances to drop (usually see B & C), and the other stays on top) -- kill the spiders, then drop through the hole they create. On the bottom, kill the big add and the Knots. -- on top: intercept the orbs. Kill other adds. * Frond Affeared (long cast) -- look away (same as Frond Fatale) | ||||||
38 | |||||||
39 | Mach2 | * nothing fancy | Lord Forgall | ||||
40 | * little circles around the room -- one person stand in each (meteors) * triangle marks (one whole party) -- stack together (else you get big damage + Toad). 2 together is enough. Best to stack on Forgall's butt for melee (and MT, if yours). * avoid zombie circles in the first phase. Stand IN zombie circles in last phase. * zombie adds -- kill ASAP or sooner. They explode for lots of damage. * Dark Eruption -- 3 people targeted; drop 3 red circles each (like Vault final boss). Move out of crowds. * Hell Wind -- drops whole alliance to scary-low HP. Big heals, esp. on MT. * summons 3 big adds -- pull them apart -- kill Succubus first -- Beguiling Mist -- SILENCE THIS -- Haagenti casts Mortal Gaze -- look away, else Doom (can esuna it!) -- other add has HUGE tail cone + unmarked frontal cleave. Turn N/S so party can hit sides. * MEGA DEATH -- get in the zombie circle and get zombified (else you're dead) -- the circles activate fast, so stand under the orbs to anticipate -- he casts an ability to summon the orbs first; pre-position under them -- try to only stand in one circle, not in an overlap | ||||||
41 | |||||||
42 | Mach3 | * fireballs on either side -- one alliance to each * gates go up: kill the orb + adds to get walls down * step on the little platforms to launch bubble * hide in shield | Ozma | ||||
43 | * yes, you can fall off in places. No, you're not done; you'll reappear on the circle at the back of the platform. (Also if you die in the Black Hole.) * random: rectangular debuff: STOP EVERYTHING when it's at 3s (Dice/black square appears over your head) and let it wear off. Damage relative to actions done. * Sphere -- go all out. * Meteors (mark over you, with a big circle around you (Ravana-like)) -- drop them to the left of your party and at the back of the platform -- try not to overlap the party with the circle -- may be helpful to put your alliance marker to the left, where you want your left meteor dropped (back of the square is easy to find; people seem confused by the left/right ones) -- do not stack them (with either your own party's or another's), else bigger damage -- squeeze up on the front of the platform until they explode -- healers: when more than one meteor, get ready to heal -- Meteors become adds -- kill 'em * Triangle -- get off the square platform to avoid big debuff cannon. (Slow and poison can be cleansed.) -- separate: Bleed -- AoE splash when it hits, so spread loosely in this phase. * Square -- hug in tight; do not overlap into the outer circle -- tank scrunch to one side (targeted by lasers), rest of party to the other. -- someone* go into the outer circle and eat 2 orbs. Healers, be ready. -- (*orbs do 50% of your HP. Anyone can handle them. Best not to have tank do it, as he's still getting hit with lasers. Healers are a good option here, as they can heal themselves.) * Black Hole -- big spinny "sucks to have motion sickness" move (I have to close my eyes): -- Atomos -- 1 player minimum on platform; kill your stuff -- mini-Ozma -- Kill it fast. Turn away on Assimilation. If you get hit with Assimilation, continue facing away until stacks fall off. | ||||||
44 | |||||||
45 | Mach4 | Calofisteri | |||||
46 | * stay on the side without the hair blade. It switches, so move. (Big AoE attack on that side.) -- stack on her butt for faster switches. The Haircut move hits quickly. * cleanse the Bleed (it's big) * avoid the area where the hair burrowed (ground circle). If someone steps in it, it grabs people around it, as well, so stay away. * Add phase: -- kill the adds ASAP -- each blast they get off increases boss' damage. Small first, then big. -- Marker -- The chasing lightning from Cloud of Darkness. 3 at once. Run away! (No, not over the party. That was not a Stack marker!) Edges are good. * Flowers -- safe spots: -- Axe -- melee range -- Hammer/Bulb -- distance -- Spear -- is wide line AoE, so don't be in its path; they cross over the middle. * Depth Charge -- get behind on the side without the blade (AoE immediately after) * Penetration -- look away from boss. Will be pushed in the direction you're facing. (If look toward her, will be pulled in. No bueno.) Make sure no Flowers are in front. | ||||||
47 | * k | ||||||
48 | #3 | Dun Scaith | |||||
49 | Unlocking | Complete Weeping City of Mhach. | Pronunciation thread: https://www.reddit.com/r/ffxiv/comments/5okw7t/how_do_you_pronounce_dun_scaith_and_scathach/ | ||||
50 | Quest: "Where Shadows Reign" Sea of Clouds | ||||||
51 | |||||||
52 | |||||||
53 | Loot: | Once weekly: | Mhachi Matter | Auto-drop on first clear (beating final boss) each week. | |||
54 | Once weekly: | Proto-Ultima | Quest in Idyllshire. Auto-drop on first clear (beating final boss) each week. Beating Proto-Ultima is NOT required (that is, you can queue in progress and only see Diabolos; still counts). | ||||
55 | Gear & Penny is unlocked | ||||||
56 | Loot table is not as rigid as previous CT/ST/WoD raids -- your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
57 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
58 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
59 | |||||||
60 | |||||||
61 | DS1 | (no trash, hurray!) | Doom/DeathGaze Hollow | ||||
62 | * Why yes, you CAN be knocked off. But you will respawn in the center. * kill adds (big frontal cone) * Doom -- randomly spawns on people. Healers cleanse it. * pizza slice AoE -- stand in the safe spots * Marks + circles -- poop out a Whirlwind. Drop it away from the raid (along an edge is good) * Death -- spawns a black circle in the center that sucks you in a set distance two times -- run out -- if you're still in when the cast finishes, Death. -- can run all the way to the ends of the arena; won't be sucked into middle -- you can also stay in it until the second pull in, then run out * Aero III -- (after Whirlwinds) drops a BIG whirlwind in the center -- circle punt incoming -- be on the center line of the platform when the cast finishes * Bolt of Darkness -- shoots perpendicular across ship. Bleed. (Can Cleanse?) -- right after Aero III -- supposed to get to the "open" side of Aero III to avoid Darkness * Blizzard IV -- two parts: -- first -- pulsing drop-zone markers (like WC first boss). Get away. -- second -- boss switches sides and does a cross-wind that will knock you off. Stack in front of the ice blocks that dropped. -- The first BlizIV will have 2 ice blocks, usually near the middle; the second BlizIV will have 1 ice block, usually on one side. Move ASAP. * When a platform block starts to pulse, get out: gonna explode. (Seem safe otherwise) -- There IS an Enrage! If all platforms fill, they explode together and kill everyone. | ||||||
63 | |||||||
64 | DS2 | * Crystals summon adds -- kill crystals to not deal with adds (similar to World of Darkness Scylla trash) * avoid Eyeball gaze (look N/S instead of E/W), then kill eyeballs (also a limit on how far eyeball splash goes) * kill Dragon | Ferdiad Hollow | ||||
65 | * Has a lot of his moves from Amdapor Hard (though no blobs) * Marks -- drops spinning axes; drop away from raid * Player debuffs -- fire or water. Circles that are red (flame) or blue (bubbles). Flip the colors (by walking over them) to the OPPOSITE from your debuff. Best to assign 1-2 people to handle circles, else chaos with everyone "helping". * When he summons a ring of Atomos around himself, they spit out adds: DPS CHECK. -- Avoid gazes and AoEs. * When he summons Atomos around the edges + 1-2 orbs in the center: -- Look at the orbs: 2 interlocking rings (yellow) = donut AoE; solid orb (blue) = circle AoE -- orbs jump into 2 of the Atomos, who spit them to the other 2 Atomos (by color), who then do the appropriate AoE (and they're huge) -- pre-position based on the orbs -- either under the secondary Atomos for donut, or out for circle -- later will have 1 donut + 1 circle (or 2 of each) * Stack for the stack * Blackfire -- growing circles that will explode | ||||||
66 | |||||||
67 | DS3 | Proto Ultima. * if you get marked with a bullseye, GET AWAY from everyone. Crazy splash damage. * kill anything that spawns. * get away from the dropzone points * OTs pick up the Dreadnoughts. * kill him before he finishes his cast. Note on the weekly quest: * beating Proto Ultima is NOT REQUIRED. Only beating Dun Scaith is required. So don't worry about doing an in-progress and missing Ultima. The reward is given after clearing the instance itself. (I got in on Scathach and got the drop at the end.) | Scathach, Queen of Shadows... and hearts and rainbows...? | ||||
68 | * SAVE LB3 FOR HEALERS juuust in case * She does a lot of FAST AoEs -- you won't make it out, likely. Pre-positioning is important. * Scarf -- Haircut-like move. Get behind the "wings" of her scarf or directly in front. She shoots out an hourglass-shaped Haircut. * Shadethrust -- Turns to look at a player = unmarked frontal column in their direction. * When she jumps far to a player, do not follow -- giant circle AoE coming. * "Shadows gather on the floor" message + floor pulse -- STOP MOVING until floor returns to normal. (She spams this a lot toward the end.) -- You can actually still attack, you just can't move your feet. * Add phase -- kill ASAP. Lot of them; please tank the moving ones, tanks. Silence the Chimera. * Drop-zone marker -- get away, then kill the big single add before his cast. ALSO tank him away from boss (tethering is bad). * Limbs -- tethered player LOOK AT THE HAND to make it stop. Everyone else kills it. * Meteor Circles -- same as World of Darkness final boss -- one person, minimum, in each. * lasers -- similar to Haukke HM 2nd boss -- scythes run through the zone * Mark over your head -- similar to the chasing laser from World of Darkness final boss -- run it away from people. Note that the drop circle is MASSIVE. * It does not matter that she's sub-5%. Continue doing ALL the mechanics until she's really REALLY dead. | ||||||
69 | |||||||
70 | DS4 | IMPORTANT: RUN BACKWARDS first to the chests and open them. Then buff/etc. before starting the fight. Also note: if you wipe during Phase 2, you'll restart at the beginning of Phase 2. | Diabolos | ||||
71 | Phase 1 | ||||||
72 | * A lot of his same moves from Lost City of Amdapor, though handling is a bit different * be in either melee or max range * turn away on Nightmare * kill the doors before they summon adds * Big Door -- kill it multiple times. Kill any small doors. | ||||||
73 | Phase 2 | ||||||
74 | * SAVE LB3 FOR HEALERS juuuust in case * combines moves from both, joy * He has a shield around him at first -- break it to do damage -- does Crit damage to MT at this point * he spams the move where she turns to someone and shoots an unmarked column at them * Marker over head from Scathach -- same big drops; run away from people. * Large Meteor in the center -- tank soak. * kill doors again; kill adds if you miss. Stun Abyssal Cry. (Best to pile on one door) -- Diabolical Gate -- a couple people/one alliance go in and kill the add * Eye + Stack Marker -- stack with the marked person BUT turn away from them. (Or let them run off and everyone turn away and let them die. It's an option.) * Nightmare -- now does Doom -- cleanse it * Shadows again (don't move) * tanks or ranged can pop the little spheres away from the group; else avoid them (damage + knockback) * Earthshakers -- 3 people tethered. Boss will shoot an unmarked column AoE at them; don't be between people and the boss. He SPAMS this + Stack at the end. * At the end, he gets a buff that increases his damage BUT also increases the damage that you do to him (so Blood for Blood, basically) -- stay alive while he slowly dies to DoTs. OTs, turn on your tank stance and live. | ||||||
75 |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | SB | Return to Ivalice | |||||
2 | #1 | The Royal City of Rabanastre | |||||
3 | Unlocking | ||||||
4 | Quest chains starts in Kugane | ||||||
5 | |||||||
6 | Notes | ||||||
7 | Loot: | Unlocked - gear & coin | |||||
8 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
9 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
10 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
11 | |||||||
12 | on the way | Boss | |||||
13 | Boss #1 | (nothing!) | Mateus the Jerk | ||||
14 | * markers for A, B, C (point is north) * HE CLEAVES. Do not point at the raid plsthx. Do not point at the N adds/puddle (that is: turn him away now). * Bubble phase: you can get through this with ZERO ADDS: -- when the little bubble/orbs spawn on the ice path, run through to pop them (else they'll become adds when Elsa skates through them. She follows the path from the center around.). Only 1 or 2 stacks per person, though, and don't get hit by her (unless you want to build a snowman) -- 3 people stand in the "puddles"/water jets while DPSing the adds. They'll disappear. Otherwise Elsa turns them into Blizzard IIIs, which have to be DPS'd down. * Frog phase: when you're "Breathless", run into the big bubbles to take off the debuff. -- when targeted with lines, do not overlap bubbles, else they pop and then you die. * kill all adds asap * tank snakes apart to break the tether (1 tank each). Snakes are stubborn at first, but will move once Sprites comes out. Sprites will move to the tank. * tethered orbs will shoot cones | ||||||
15 | |||||||
16 | Boss #2 | Seeq bandits (so another new beast tribe!) + waves of chocobos The treasure is a lie. | Hashmal the Jerkier | ||||
17 | * markers for A, B, C (point is south) * kill adds asap with your party * Control Towers -- will fall in a big column AoE and 1-shot. Watch for the direction they cut, which will show you where they'll fall. * when he teleports to E or W, look for his flaming arm and run to opposite side (like Calofisteri's Haircut or Scathach's Scarf). He'll hit half the arena; big DoT, you die fast. * Earthern Tower starts casting -- get away from it -- will land with a big proximity-based boom * middle tower -- room will get giant cones dividing it into 3 parts. -- Stay with your alliance. Stack marker incoming with the add; each alliance can take 1 stack. -- Rotate as needed to avoid the AoEs. -- kill the adds ASAP. * golem adds. They grow & do more damage. Kill ASAP. Burn one first, and/or caster LB. | ||||||
18 | |||||||
19 | Boss #3 | More Seeqs. Now with Chimeras (so please don't stack them, because melee can't see the cast bars on the one they're not hitting). Garamsythe Waterway sluice puzzle! (okay, so there's not really a "puzzle", but still.) | Rofocale (Roflcoptor) | ||||
20 | * markers for A, B, C (point is north) * Chariot -- orange marker over your head first. -- Get CLOSE. He will charge to your position, then do an Ilberd-style AoE to one side of the room. Get closer to the group so people can dodge. (Also, Group: stay close to him) * Trample -- quick figure-8 zoomies -- open spots at his flanks and front/back. -- the marker appears/dissappears FAST, but there is time to get into position (for sides/back) * Crush Helm -- tankbuster * Crush Weapon -- targeted AoEs on DPS * "Rush" -- he jumps to edges with clones. Giant column AoEs. Safe spots to the sides. * Adds -- like Cloud of Darkness adds -- walls will go up. Each alliance kill their add. -- boss has zoomies again. Comes through the walls, too, so stack toward middle. * Ultimate: it's a CHARGE through the middle. So, watch him, then move outta the way. (Taking it to the face hurts!) * avoid Embrace circles (traps) * floor covered in darkness -- click the circles to dispel them (not just stand in them) | ||||||
21 | |||||||
22 | Boss #4 | Argath | |||||
23 | * Crush Helm/Weapon from previous; also point-blank AoE * uses Thordan's "pizza" AoE * stand in meteors * kill adds * True God (white mask/blue eyes) vs False God (black mask/red eyes): -- do what the True God says (look away or "flee" = keep moving) -- do the OPPOSITE of what the False God says (don't look away or don't "flee" = stand still & don't attack) -- swords count down to moment the mechanic "checks" * marked with weird cross thingy -- gonna poop out a Lakshmi-esque big cross AoE; put in middle so corners are safe -- when there are multiple of these + proximity marker, these explode before the proximity marker, so plenty of time. * Room-wide AoE with small safe circle -- get there! -- (you can survive with Hallowed. Probably LD, too.) * The Spinning Hand -- when you push your movement buttons, you'll go in the direction the hand is pointing at that moment. This makes navigating a real pain. | ||||||
24 | |||||||
25 | The Ridorana Lighthouse | ||||||
26 | Unlocking | ||||||
27 | Quest chains starts in Kugane | ||||||
28 | |||||||
29 | Notes | ||||||
30 | Loot: | Unlocked | Coin | Unlocked. | |||
31 | Unlocked | Gear piece | You can run as many times as it takes to get the gear you want. | ||||
32 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
33 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
34 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
35 | |||||||
36 | |||||||
37 | Boss #1 | (none) | Famfrit | ||||
38 | * haha, Tide Pod. Ouch, tank buster. Don't eat it. * Water IV -- roomwide AoE * small adds = kill 'em * he pulls water from one direction, then blasts that SAME sector with knockback + damaging waves * Briny Cannoade - mark on you; spread out; don't overlap * Dark Rain -- mark on you; "chasing" mechanic; keep moving until it's done * Big ("Dark Rain") adds -- should mark spots (N, SW, SE) for tanks to pick up -- Stay with your group! Doritos marks = STACK TOGETHER. (marks also show up later) * stand on his flanks when he's filling his water jug so you can dodge * Tsunami -- big flood + knockback * avoid water spouts | ||||||
39 | |||||||
40 | Boss #2 | I love the FF12 touches kill the trash | Belias | ||||
41 | * Fire -- tank buster; Fire IV -- roomwide AOE * Time Eruption: clock faces on ground: -- spins fast = explodes first -- stand in a slow clock, then move to the open spot * "nails" + tether on healers -- run away from nail -- other players: avoid touching the tether (gives STOP) * Eruption -- "chasing" damage; run away from group * "clock" meteors: run into the circle to move the hand around. Where it's facing when the meteor hits is where the AoE will go (one whole square). Don't point it at the raid. * When Belias clones and jumps to a corner. -- Look for (>>) on ground. Each clone will dash from the corner to one of those, then dash in the direction it points. -- don't be in the path * Adds (N/SW/SE): separate them. | ||||||
42 | |||||||
43 | Boss #3 | Two waves. After "Defensive Protocols" finishes, they can move, so tank 'em. Second group has a cleave as well. Some of them tether to things along the wall. Kill the thing on the wall first. -- unsure if the tether needs to be stretched? | Construct 7 | ||||
44 | * Destroy -- tankbuster; Incinerate -- roomwide AoE * stack marker -- stack, duh; other markers -- move away * Pulverize -- pointblank AoE (ruined ground kind of look) * Dispose -- spinning Cone AoE. Seems like you can run directly across his hitbox to avoid. * boss jumps and lands along one back edge: -- avoid his lane (1/3 of the arena); avoid Cogs areas -- pulsing AoE from center; stay away * Add phase. Separate platforms with SEPARATE MECHANICS per Alliance: -- Alliance A: tank add on the edge. Get apart from tether partner. -- Alliance B: avoid missiles. -- Alliance C: if Dice counting down over your head, STOP EVERYTHING ===================================================== MATH TIME!! 1. Subtract = Your HP will be reduced to single digits (1-9). Look at your number. 2. Circles will add their number to yours. (No circle is also a valid answer.) 3. Boss casts: -- Divide by Three/Four/Five = your sum of 1+2 above = a multiple of the "divide by" # (e.g., "by Three", so your HP + a circle = 3, 6, 9, 12) -- Indivisible = Prime number = 2, 3, 5, 7, 11, or 13 | ||||||
45 | |||||||
46 | Boss #4 | None. | The boss!! | ||||
47 | * Rake -- tankbuster (cleave); Dust Storm -- roomwide AoE * White Breath -- only melee range is safe * Magnetic Lysis -- field is half +, half -. You are marked with + or -. -- stand on opposite side from your mark to be drawn to the ground (else you float and take more damage + stacks from attacks) * Rake + Charge -- (>>) circles indicate direction. Don't stand in the way. Arrows around him show which direction (right/left) he'll turn. * Small adds = kill. They tether to and cast on a random player; cast is a column AoE, so bait away from the group. * Cyclone -- spins you all around the circle, blergh. * Big Adds -- NW/NE/S (so opposite of everything else) * Heart of the Dragon -- kill it | ||||||
48 | * k | ||||||
49 | The Orbonne Monastary | ||||||
50 | |||||||
51 | |||||||
52 | |||||||
53 | |||||||
54 | Loot: | Unlocked | Coin | Unlocked. | |||
55 | Unlocked | Gear piece | You can run as many times as it takes to get the gear you want. | ||||
56 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
57 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
58 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
59 | |||||||
60 | |||||||
61 | Boss #1 | little bit of trash | (Name left blank for spoilers) | ||||
62 | * he tethers to 2 types of mechs: -- constructs along the edges: they will do a big column across the whole field; try to position in what will be the open areas -- floaty ones on the field: they will hit a quarter square of the arena (either diagonal from each other or one whole half); don't be there * Weak Point: the OPEN side is your DEFENSIVE side. Position that toward him. (Seems a bit finicky; I'd have it "right" sometimes and still get dead. Maybe there's a point at which it "locks" in? More deaths, er, runs, needed)) | ||||||
63 | |||||||
64 | Boss #2 | (Name left blank for spoilers) | |||||
65 | * Run into the circles to collect Duty Actions: -- The Shield Duty Action is a mini Passage of Arms, so face the boss and use it to block her charged attacks. -- The Sword Duty Action is used against the ghosts that have a shield. * Ghost part: kill them ASAP and before they reach the center * When people get "frozen" with AoEs pointed at them, kill the target to break them out | ||||||
66 | |||||||
67 | Boss #3 | * circles on the ground with circles inside: Gubal NM boss. Need #people = #smallCircles to be stacked in at the same time. (Don't just sprint through. STAND until it deactivates.) | (Name left blank for spoilers) | ||||
68 | * so big.... * markers! Party mostly stack in the small "connection" section between the big circle platforms * early: voice line, then drops everyone's HP to 1 + DOOM. Must heal to max. (Happens at least once later, as well.) * OTs get auto'd this whole fight, sometimes HARD. Watch that, healers. * Watch where his swords go: -- if they're hovering over three of the big circles, he's going to smack that whole circle, so get in the other (seems to overlap the "connection" area, too, so MOVE) -- if he plunges 2 (maybe all 3; I was watching the front two) into the ground in front of him, he'll do an melee spin, so get in a circle and toward the back -- if he holds the swords angled, he'll do an outside spin, so move into a circle and get smack up against the barrier next to him -- if he points at big circles one at a time, he'll stab circles in that sequence * Marker + giant circle on your head: move to a big circle + back to drop it. Party can move to other circle. -- later there will be 2 per party: 1 left and 1 right; party in a circle and forward. * Marker + small circle: going to get hit + chased. It's FAST. It also chases directly toward you from point to point, so if you try to loop around, it will cut over to you now and zap you. Need to run straight as much as possible. * small circles appear right up close to him: tank/healers left, DPS right. Stack in the circle. * tethers: tanks should NOT take; DPS pick up and move away. | ||||||
69 | |||||||
70 | Boss #4 | (Name left blank for spoilers) | |||||
71 | * Drops crystals on the floor. They'll do cross-column AoEs. Find safe spot. * Summons a Lucavi. One mechanic from their own boss fights. * ULTIMATE: constant damage going out; healers keep HoTs/heals going. Then AFTER the Ultimate, even when there's nothing to hit (?), there's a period of just... damage over time? So keep healing. * CHECKPOINT. Thank goodness. * Lucavi vomit phase: summons ALL THE THINGS AT ONCE. The important one to watch for is Hashmal with his half-arena burning cleave... while dodging all the other things, of course. * meteor circles -- DPS stand in them. * tethered add -- Tank take it. * Crystals again + "slide east/west" (+ other column AoEs). Find safe spot. * "Maze" -- run through, avoid AoEs, reach boss, avoid AoEs; take "get away" marker away. | ||||||
72 |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | ShB | YoRHa: Dark Apocalypse | |||||
2 | #1 | The Copied Factory | |||||
3 | Notes | ||||||
4 | Loot: | Coin | Coin is unlocked; get 1 per clear. | ||||
5 | Gear piece | Unlocked; loot away. | |||||
6 | Unlimited: | Minion, 2B glamour coffer, cards, music | |||||
7 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
8 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
9 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
10 | |||||||
11 | on the way | Boss | |||||
12 | Boss #1 | ENTIRE RAID: WATCH THE BOSS' POSITIONING & SKILL NAME, AND WATCH THE ENVIRONMENT. It's not all normal FFXIV telegraphs, but it IS all telegraphed. | Slinky | ||||
13 | * Watch sides for "cannons" on sides -- bullet hell floaters * Clanging Blow -- tankbuster * Energy Assault -- boss looks at a random player, then casts a long-lasting "cone" of bullets * lasers -- if you're marked, keep moving and don't let the laser lock on to you. -- also try to bait to edges * when arena has the 4 corner squares with flashing arrows and floating "guns" -- guns will follow arrows, dropping ring of bullets; dodge 'em -- Shockwave -- knockback -- avoid where the guns will be * flamethrowers -- they line up on half the arena; will shoot that entire side -- can be on sides, too -- find the safe quadrant; move there when it's safe * Centrifugal ... -- quick-hitting column AoE down the boss' center * Side-Stricking Spin -- quick-hitting column AoE's on boss' flanks (parallel to his direction) | ||||||
14 | |||||||
15 | Boss #2 | * trash is trash with bullets -- corner ones are shooting bullets; take 'em out -- middle one shoots columns | Quality Assurance | ||||
16 | * (one platform per party. You can reach people on the other platforms, within a range. If you're revived onto another party's platform, there will be a point at which you'll be whisked back to your own.) * platforms rotate, with different mechanics at each "station", growing increasingly more complex/layered as the fight goes on. Each platform also has its own floor mechanic (line AoEs, platforms/lava, directional). * Laser Resistance Test -- raidwide AoE, multiple hits * center "get away" marker -- will drop a box of bots. -- watch how box is placed; get at the corners; walls will fall down and smash -- bots tether to people -- pass tether to tank if possible (shield/mitigate) * flamethrowers at back/slightly sides -- shoots all the way across; avoid | ||||||
17 | |||||||
18 | Boss #3 | * trash is a bit tanky -- does a lot of "rings" -- move into a zone after it explodes -- tethered to robot = robot has AoE and chases you; can't outrun; try to only take your AoE while still avoiding the rings -- Laser Turret -- cone in direction it's looking * second trash: flyer -- stay close to it -- does attack that hits through half of enemy model + entire side of the arena | Optimus Prime | ||||
19 | * Watch his arms -- pull back to one side: slams that half -- arms LOW (like he's going to clap): slams front 1/3, then pushes arms through middle -- arms UP (throw your hands up!): slams back 2/3, then drags arms down sides * Precision Guided Missile -- on all tanks (get away; cooldowns; heals) * Guided Missile -- pulsing arrow on the ground; AoEs will follow you = get away * Adds -- separate the larger ones by alliance; little ones explode * Energy Barrage -- half-circle with meteor circles in front of boss. Boss also does a big column attack down the middle. Wait for column to finish, then run into soak. * When 2P tells you to, get to the S side of the arena and wait (proximity marker) * Watch the sides -- blades hit over 1/3 of the arena * Crush Protocol -- get in boss' hitbox; kill arms | ||||||
20 | |||||||
21 | Boss #4 | * that feel when you finish a long epic fight... and then realize it was only the third boss... | Oh, hello | ||||
22 | * (Most groups mark 2P, as her positioning can help with some of the mechanics. However, she is also invulnerable, so will stand in stupid. Don't just blindly stand with her.) * Neutralization -- tankbuster * Dual-Flank Cannons -- do not stand on his flanks * Front-Hind Cannons -- do not stand in front or behind * tank adds -- tanks get aggro; raid kill 'em. Boss tethers to one; hide behind the other to avoid the big cast, then get out when that one explodes * flies away = bombing runs incoming. -- Each is 1/3 of the arena. Floor lights up a bit before; also it comes in pretty slowly across the zone (though it looks fast), so there's time to dodge. -- initial is from N, but then can be sides as well. Follow 2P. * red floor panels: -- lights up in the pattern in which tiles will explode; get in position to avoid the first; wait until the whole pattern displays; then first explodes; dodge rest. -- initially just 1 panel, then 2-panel pattern, then 3-panel pattern * Watch the sides -- blades will take out basically that whole quadrant * slinky adds -- keep them separated; same mechanics as first boss -- stand in 2P's shield; still high damage | ||||||
23 | |||||||
24 | #2 | The Puppets' Bunker | |||||
25 | |||||||
26 | Notes | ||||||
27 | Loot: | Once weekly: | Coin, Cluster | Coin is unlocked; get 1 per clear. | |||
28 | Once weekly: | Gear piece | Unlocked; loot away. | ||||
29 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
30 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
31 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
32 | |||||||
33 | |||||||
34 | Boss #1 | none | |||||
35 | * overlapping rotating cones -- eventually some will un-overlap * better to be close to the boss if you think you're going to get hit bc knockbacks * Anti-Personnel Laser = tankbuster (same symbol from Factory Boss #3) * Diffusion Cannon -- roomwide * Collider Cannons -- spinning cones. Knockbacks. (Try to be close to dodge less) * Surface Laser -- red marker: pulsing AoE dropped on player. (Does not chase you.) * Swoop (flight units = columns) -- also knockback. * Refractive Cannon -- cannons are under the boss' "wings". Bah. Do not stand in front. (seems like Scathach wings; the wings turn vertical-ish; cannons fire from bottom side) * Life's Last Song -- arcs with script on them; will drop a cone AoE; find gaps. | ||||||
36 | |||||||
37 | Boss #2 | PLEASE INTERRUPT THE BIG ROBOTS CAST "Volt Array" PLEASE... pls? Martial Arm = tankbuster | |||||
38 | * One boss per alliance (until 1 is killed, then FFA) * line-stack marker -- don't point at other alliances, please... pretty please? * Guided Missle -- tankbuster * Missle Command -- roomwide AoE (one from each unit, so starts at 3) * Sharp Turn: All 3 "jump" to a spot, turn left or right, and extend a laser sword to one side -- either inside of triangle or outside of triangle will be safe * Air Raid: All 3 "jump" again + "walking" AoE in corner. Unit does circle AoE. -- dodge circle, and dodge "walking" AoE around edges. (All walk in same direction) * Sliding Swipe -- all 3 jump to one side in a line. Half arena is fire. Run to units' side. -- all units extend a laser sword either left or right. -- Will charge in order and swipe their side. Dodge at the middle. * Explosive Blast -- star-shaped AoEs (2 per alliance) -- throws out some columns. | ||||||
39 | |||||||
40 | Boss #3 | none o.0 | |||||
41 | * Volt Array -- roomwide * Hi-Powered Laser -- tankbuster on 2 tanks -- column AoE at them. * Laser Turret -- orbs from middle -- find the seams & get near the walls, then dodge the sections * Unconventional Voltage -- giant cones arimed at players. Try not to overlap another player. * Impact Crusher -- boss jumps to 3 AoEs, then donut AoE (safe under boss) at final * pods -- the screen behind shows what they'll do (line or circle) when it's both lines & circles, safe spot is between 2 line pods later screen tethers to adjacent pod; adjust * Synthesize Compound -- Screens list how many players in each (white stick figure is "missing"). Else raidwide. | ||||||
42 | |||||||
43 | Boss #4 | Dodge all the things. Break ALL the barricades. how many vuln stacks did you get? | Phase 1: | ||||
44 | * Laceration -- roomwide * Dissection -- line AoE (do not stand in front of spinning lasers) * Decapitation -- donut (get under) * Incongruous Spin -- TWO OF THEM. Find the intersection. | ||||||
45 | Phase 2: | ||||||
46 | * Centrifugal Slice -- roomwide * Prime Blade -- 3 animations, 3 different attacks! -- horizontal animation -- point-black AoE -- get OUT -- vertical (over head) animation -- line AoE where facing -- in ground + ring -- donut -- get IN * ground markers tethered (to boss/each other) -- look for the bigger pulse; that's "true" * Three Parts Disdain -- 3 split-damage AoE hits + knockbacks * Four Point Resolve -- marks players 1-4 (dots). Jumps to 1 & 3 (AoE), slash at 2 & 4 * Compound Pod R012 -- all the AoEs! + tankbusters (AoEs, of course) * Reproduce -- clones copy boss' move. Watch for teleporting, too. * Energy Compression -- at least 1 person in each * Compound Pod R011 -- pods shoot columns; find safe spot; but pods teleport. >.> | ||||||
47 | * k | ||||||
48 | #3 | Tower at Paradigm's Breach | |||||
49 | |||||||
50 | |||||||
51 | Loot: | Once weekly: | Coin, Cluster | Auto-drops on 1st clear. Coin is used to upgrade ... gear. These are "2/3 rewards". | |||
52 | Once weekly: | Gear piece | Can only win 1 piece per week. Can run as many times as needed to get that piece. | ||||
53 | Your gear may drop from more than 1 boss. (This is to stop people leaving after the single boss didn't drop the loot they wanted.) | ||||||
54 | 24 players split into three "alliances" of eight people each -- 1 tanks, 2 healers and 5 DPS. Your alliance will have blue names/dots; the other alliances will be green names/triangles. (Note: you can actually change the color of the names/dots.) | ||||||
55 | To chat to the entire group of 24 players rather than just your party of eight, type /a before your message. /p is just your Alliance. Can also turn off All-Alliance chat. (May also want to disable Alliance message sounds. And probably "Beneficial" status messages on Alliance members; it's on by default and will spam your chat box like mad.) | ||||||
56 | |||||||
57 | |||||||
58 | Boss #1 | * click the thingy | |||||
59 | Colossal Impact: * raises Face -- column down the middle * raises both hands -- columns on each side Replicate -- clones of the boss -- watch their animation, too Light Leap -- 2 proximity AoEs (get away) + boxes Lunge -- knockback from boss; use boxes to stop sliding off Lunge (from clone) + Colossal Impact from boss -- find boxes in safe spaces | ||||||
60 | |||||||
61 | Boss #2 | ||||||
62 | Tank away from each other (else they BOTH get BOTH buff): * Lance -- increased damage dealt (so baby the tank) * Shield -- 270 damage reflect (tank can turn to face party so it can be hit) Crippling Blow -- tankbuster (single target) Combo attacks: * Bloody Sweep -- get between and on opposite side from the weapon -- "DNA strand" tether between them -- they will swap positions, so OPPOSITE is safe * fire orbs -- find the missing orb; stand there (not in front of the charge) * Breakthrough -- get on edge away from weapon side * Hungry Lance -- two TINY safe spots After one is dead, other spams a chunky roomwide AOE, so heal through | ||||||
63 | |||||||
64 | Boss #3 | * Suddenly, trash * Dodge all the things | I don't know who this character is, but I hate her | ||||
65 | * Cruelty -- tankbuster Black destroys white; white destroys black To hide from an attack, stand behind SAME color as attack Replicate * clones basically shoot conals from their face (the orbs don't keep moving) and spin * boss shoots a conal from behind Sublime Transcendence -- jump scare Alliances separated. Mount hotbar: one button is attack, one button is swap color. Be opposite color to break blocks and pylons. Then be SAME color as Red Sphere's attack to dodge (Wave: Black or White) Child's Play -- chains + giant ground AoEs * Forced March. Look at the arrows around her hand for direction. Meteors -- one white, one black -- hide from BOTH Child's Play -- tethers on clones! She'll drag clones around the arena; follow a safe spot | ||||||
66 | |||||||
67 | Boss #4 | ||||||
68 | * suddenly again: trash, wat | Made Magic -- giant rotating wheel; will roll that way and smash Lighter Note -- AoEs that follow players, then lock in place and send out AoEs in the direction of the AoEs. (Could stack them all in the middle!) Rythm Rings -- like Mt Gulg final boss -- when ball hits ring, will shoot line AoE Checkpoint! | |||||
69 | Pervasion -- LOOK DOWN -- giant building below; will slam upwards & knock you off Red light/green light -- stand on red Heavy Arms -- boss arms become rocks * if held out, will slam outside * if held low/middle, will slam center Match color of your barrier to the middle barrier (same as with 3rd boss; same = shield) Pillar Impact -- hits 1 then 2. Massive knockback, so stand on edge of 1st to be knocked to 2nd, then on edge of 2nd to stay safe. Then towers fall. | ||||||
70 |
A | B | C | D | E | F | G | ||
---|---|---|---|---|---|---|---|---|
1 | ARR EX Trials | Extreme Trials | Notes on Unsynced: Most of these are ridiculously easy unsynced. A few have some "gotchas" which are noted. | |||||
2 | iLevel | Phase 1 | Phase 2 | Phase 3 | Phase 4 | |||
3 | ||||||||
4 | The Howling Eye (Garuda Extreme) | i65 - Sol: 20 Poe: 8 | * 20s to DPS as much as possible before Calm within the Storm * when she jumps, drops AoE markers -- debuff, as well as damage * Jumps -- behind rocks, facing North (the main rock); stay in TIGHT * stay away from rocks as much as possible * destroy Satin Plume first, then others * after plumes die -- hit all DPS cooldowns and go to town on Garuda ** if DPS is too low, second Shriek from East | * Adds -- separate them North & South (they get a buff if close). MT takes Suparna (red) and Garuda. * OT takes Chirada (green) first * Healers -- focus Suparna -- when she casts Friction, top off tank because Wicked Wheel is coming * after Chirada dead, OT grabs Suparna and pulls to side * both must be killed before you can damage G. again * if Adds alive at Reckoning, wipe | Reckoning * stack in center/on Garuda's butt! Then: * new Plume - Spiney -- DO NOT KILL ** does a stacking debuff to target ** Tanks must swap it off; 3 stacks = explode ** OT takes first (do not target, or you'll auto-attack & kill it. Yes, that's experience talking. Target something else.) * kill all other plumes * when Garuda jumps, kill Spiny ASAP ** avoid death AoE, but then run back under bubble | * Adds again, + Whirlwinds * MT takes G + S, OT takes C + Spiney ** MT -- G + S will jump/drop AoEs periodically * take adds to safe compartments on opposite sides ** ranged/heals in another compartment to reach both sides ** melee with OT (Chirada) * Spiny Plume again; tanks must bounce it as before ** sometimes Spiney targets a healer before tank gets aggro on it; tanks can leave it there to start so long as they Provoke away on 2 stacks again * Jump = kill Spiny Plume | Alternate between Phase 3 & 4 until Garuda is dead | |
5 | ||||||||
6 | The Navel (Titan Extreme) | i67 - Sol: 20 Poe: 9 | *** learn to stack tight and move as a group *** (Best to go left, in practice for last phase) * Mountain Buster (MB/Table Flip) -- now with stacking debuff on Tank; Provoke off @3 stacks Landslide > Plumes > MB > Stomp > Repeat Jump/Geocrush | * Landslide now goes 3 ways... Stack in middle so center one (aimed one) always straight back * 2 Gaols -- separate until the chain breaks ** 1 is DPS (run under Titan's butt) -- break this out ** 1 is Healer (run left + bit south -- to avoid Landslide) -- break out while Landslide Landslide > 2 Rocks/Gaols > MB > Upheaval > Landslide > Stomp > Plumes > MB > Landslide > Plumes > half-bombs > Landslide > MB > 2 Rocks + Upheaval > Repeat Jump/Geocrush | Heart Phase *Landslide is now 5 ways. ...Srsly? Plumes > 2 Gaols + Upheaval > Landslide > Stomp > Plumes > Circle Bombs > Landslide > Stomp > Plumes Earthen Fury -- Death? | Adds * Tank away from Titan, to the right (b/c we dodge plumes left) * leave behind sludge after death * have Landslide (1 way) * Super Bombs -- destroy 1/South Adds > MB > +X bombs > Landslide > Plumes > 2 Gaols + Upheaval > MB > Landslide > MB > Stomp > 2 Plumes > MB > Line Bombs + Landslide > MB > Super Bombs > Stomp > Plumes > Geocrush Repeat until dead. | ||
7 | ||||||||
8 | The Bowl of Embers (Ifrit Extreme) | i70 - Sol: 20 Poe: 10 | NOTE: Ifrit starts East, the party West. But he needs to be tanked North for the plumes. So make that happen. * Searing Wind -- debuff + AoE on Healer (switches between) ** run away from group until debuff fades * Supparation -- stacking debuff on Tanks ** Switch at 3 stacks * Eruptions cannot be interrupted! ** Group Eruption -- targets DPS -- run in a group around the outer circle ** Tank Eruption -- targets off-tank * Nails (4) -- stacking debuff + AoE after being killed -- so kill one at a time Hellfire | Plumes (1 o'clock) * Plumes -- cover whole area except for two small areas on opposite sides of the room ** at 1/7 o'clock, 2/8 o'clock, and 3/9 o'clock ** after each Hellfire Eruptions Crimson Cyclone (Rush) -- 4 copies ** run clockwise towards the first one, then around to miss the rest Nails again -- 8 Nails. Same as before except: * Infernal Fetters -- OT bound to one DPS ** stay close together ** focus on Nails close to Ifrit Hellfire | Plumes (2 o'clock), Eruptions, Crimson Cyclone Nails: small and 1 large (16? total) ** all small as before -- a TON of smalls ** DPS be sure to move around/away from healer zone (Searing Wind still going out) ** Infernal Fetters ** then LB3 the big one Hellfire Note: Used to be an issue with pushing his HP too low and wiping, but this was fixed; now Ifrit just goes Invuln. | Plumes (3 o'clock), Eruptions, Crimson Cyclone | ||
9 | ||||||||
10 | Thornmarch (Good King Moogle Extreme) | i80 - Sol: 20 Poe: 11 | Oh boy, all the AoEs... * MT grab King; dps him down until he summons the Moogles * MT grab PLD (Whiskerwall); OT grab WAR (Ruffletuft) * other Moogles do not have threat table/can't tank * move king away from other tank * when buff on moogle with King gets to 3, tanks swap the King (so focus target on the other tank's moogle) * try to keep the king away from RNG and THF moogles (they also get that buff, and they get strong FAST) * get all Moogles down to ~10% * BLM (Puka) for last because she'll cast Flare, which can ONLY be interrupted by hitting her 5 times * when starts casting, hit until she stop, then switch targets (but need them to have enough health that you can do that without killing her) * all Moogles at 10% -- kill a Moogle * King casts revive + heal on all Moogles, using his own health to restore them | Repeat Phase 1: * tank swap the king ** if burst of stars around the tank Moogle, means aggro reset -- get it back! * BLM and now WHM cast Flare and Holy, respectively: interrupt same as Phase 1 * Moogles down to 10%, then kill one * dodge all the other AoEs (some new, some combos -- basically, stay out of center) * healers -- esuna/leech all the debuffs * healers -- stay away from the tanks (one of them does "mind control" on 3 nearest people -- need healers to clear -- else you'll walk into poison) ---- When first Moogle is killed: * King casts Meteor * run to center; heal everyone to full, pop all defensive buffs, throw up all shields * not at full? you may die | Repeat Phase 1 but: * once all Moogles down to 10% -- kill them all ASAP * King starts casting his ultimate when the first Moogle dies -- if he finishes, you die ** do not put DOTs on Moogles under 50% health -- else they die when no one is watching *** King is invulnerable until ALL moogles dead *** *** King is invulnerable until ALL moogles dead *** *** King is invulnerable until ALL moogles dead *** *** King is invulnerable until ALL moogles dead *** * (repeated because several groups have not understood this, and we have wiped because of it.) * All Moogles dead? Kill the King ASAP. (can melee LB3 if have it) | Notes on unsynced: * it's actually really hard not to kill Moogles early. DoTs are not your friend. * not sure if anyone bothers to tank the tank Moogles; pretty sure I see them wandering around. * King is still invulnerable until all moogles dead. | ||
11 | ||||||||
12 | The Whorleater (Leviathan Extreme) | i80 - Sol: 20 Poe: 12 | * Similar to Garuda EX start -- free time to hit him hard * Dive/Slam (throughout) -- watch for the water spout -- this is where he will come FROM -- so get on the opposite end of the platform * head & tail pop out now -- physical on tail; magic on head * head & tail share XP. * targets healers with Waterspout (AoE) -- don't stand next to the healers * Adds (Wavespine) -- tanks grab | * Tidal Roar -- AoEs followed by Dive: ** 2 Charges (Spinning Dive) -- zips straight across the platform ** Slam * Wavetooth -- stun his casts * Tidal Roar -- AoEs followed by Dive: ** 2 Charges ** Slam * 4 Gyre Spumes -- kill ASAP; have a death AoE * while Spumes are up -- Tidal Roar + 2 Charges + Slam * Elemental Converter is ready = unannounced Charge * interact with Elemental Converter for shield | * Rails fall off. Oh boy. * Wavespine adds -- tanks grab; dps down * Tidal Roar (AoEs + 2 Charges + Slam) * 4 Gyre Spumes -- kills ASAP (caster LB3) * blue orbs as well -- OT pick up * Tidal Roar (AoEs + 2 Charges + Slam) * Elemental Converter is ready = unannounced Charge * interact with Elemental Converter for shield Note for unsynced: Elemental Converters can get weird with how quickly stuff dies. * Then a Slam (don't fall off!) | * Wavetooth add -- stun his casts * Tidal Roar (AoEs + 2 Charges + Slam) * Wavespine adds -- ignore, and burn Levi | http://www.reddit.com/r/ffxiv/comments/2j4rcl/ffxiv_leviathan_extreme_guide_dps/ | |
13 | ||||||||
14 | The Striking Tree (Ramuh Extreme) | i85 - Sol: 20 Poe: 13 | * Thunderstorm (lightning) -- DO NOT overlap on players * Shockstrike on tanks -- will KO unless have Power Surge debuff from collecting 3 orbs -- OT will grab 3 orbs, then tank swap -- will be a situation when both tanks have Power Surge, but orbs are left: other players should pick up orbs (max 2 each) * Chaotic Strike -- now with Charm (makes you walk towards Ramuh, then die in Thunderstrike) * set up hierarchy of who is zapping Charmed players * avoid charged water Single Tank: * Tank -- periodically pick up an extra orb to Overcharge * a lot more orbs for DPS to clear | 65% -- 6 adds spawn * the longer they're up, the faster the Ultimate attack comes * kill in sequence * everything from Phase 1 continues, including charged water (where the adds are standing -- good luck, melee) * leave some orbs up for Phase 3 Ultimate Note for unsynced: switch to adds immediately and try not to leave DoTs on Ramuh; there's a % where he just does the Ultimate, and you will wipe if adds are still up. | * Rolling Thunder -- tether -- 1 player grab 3 orbs -- but tanks still need orbs, too --> tanks first, then others -- if not enough orbs -- tank overcharge, then tether Single Tank: * tank routinely picks up one orb to Overcharge * then orbs for tether * then DPS clear rest | 30% * Adds spawn outside the field and shoot lightning across the field; can't target * continue Rolling Thunder orbs vs. Tank orbs | ||
15 | ||||||||
16 | Akh Afah Amplitheater (Shiva Extreme) | i90 - Sol: 22 Poe: 14 | * 100% - 80% * tank in the center, with party behind * one tank for entire first phase Shiva's weapons (abilities based on what she's holding): (watch her movement to tell quickly; the line she says is also context dependent) Sword: * Straight up * debuff to tank that increases damage taken in Staff * Icebrand -- she levitates before doing --18k over all targets -- so STACK. -- tanks turn Shiva to face party * Glacial Bash -- like Slipstream; run through to Avoid * Heavenly Strike -- knockback & damage * White Out -- ranged room AoE; if stacked, will avoid Staff * Twirl * debuff to tank that increases damage taken in Sword * Hailstorm -- AoE marks like HM * Absolute Zero -- unavoidable room damage Designate a Sword tank and a Staff tank. Tank swap when she swaps forms (because debuffs from the first form affect damage in the second form). Between weapons; she is Unarmed. * Dreams of Ice -- permanent buff to damage * Icicle Impact -- icicles that fall in patterns | * 80% - 75% * Ice Soldiers come in. * Shiva switches to Sword Form -- MT be sure to hit the party with it! (and then turn her immediately to avoid Glacial Bash on the party) * DPS check on the Ice Soldiers -- they must die, or wipe Diamond Dust | * 75% - 0% * tank swap immediately -- this is the Staff Phase Tank * most of the time throughout all -- stack on her butt * Touching wall = frozen -- hit ice to break them out New Anytime Ability: Permafrost * weak DoT on party + ground is ice * do not move your feet during this, else you slide into wall Bow (new weapon form) * hits harder & faster, with more crits * not affected by the debuffs on tanks * Glass Dance: -- 270-degree cone AS SOON AS she equips Bow -- 10k dmg * Avalanche: -- marks random player; will shoot huge conal at them & knock them back (also anyone around them) -- tank pulls Shiva closer to N wall; marked player stays directly behind; rest of party moves away; marked player should get knocked back, but not entirely to the wall -- current tank CAN be targeted -- Holmgang or Tempered Will to stop knockback, or switch with party -- move back to center after Avalanche | Phase 3 continued: New Icicle Impact patterns: * 2 overlapping patterns one after the other (x or +, with a circle in the middle); she also changes to Sword or Staff after 1st impact -- stay in center for first impact, then move based on weapon; pattern swaps to the opposite -- If Staff, then Hailstorm incoming, so be careful of stacking in safe zones -- If Sword, Icebrand incoming; tank hit the party with it, then go to safe zones (no Hailstorm, so okay to be on each other) * Bow: -- like reverse Titan bombs -- hits center, then around the edges -- can eat center and then stay (or move to last spot until center and then back) Rotation: * Icicle Staff > Icicle Bow > Icicle Staff OR Sword > Icicle Bow > Icicle Staff OR Sword > Icicle Bow -- always staff then bow, then (random + bow) for rest of fight * lots of reacting quickly * now tanks swap when she changes forms | ||
17 | Tank views | * single tank * if staff, stay; party spreads out * if sword, party stays; run through to hit party ** after sword, Glacial Bash (run through to dodge) * OT - swap to Shield Oath after second weapon swap; adds incoming | * OT - pick up soldiers and clump them behind her * MT - she changes to Sword; turn to hit party * Then turn her back and even pull away for Glacial Bash * OT - Soldiers dead/Shiva jumps -- move to N position on the inside circle and wait (This is the "center" tanking position from now on) | * immediately after Diamond Dust -- OT provokes * OT is now the Staff Tank -- every Staff phase * MT is now the Sword Tank -- every Sword Phase * if dual-tank, can get hit by Icicles/debuff. If single-tank CANNOT get hit by Icicles/debuff. 1st Staff: * Icicles (x/+) - Staff - Icicles + Hailstorm * often follows with Permafrost * back to center position Bow: * wait for Icicles again (Titan bomb) -- angle into only the inside circle * Icicles hit, then either Permafrost first or straight to Bow * Bow -- run behind; after Bow, pull straight N; pop Awareness immediately! + another cooldown. Hits HARD. * after target is knocked back -- maybe Permafost, else back to center * if tank targeted for knockback: -- Holmgang/Tempered Will -- or move into party area to get knocked back | Staff or Sword? * Next Icicle (x/+) -- first set hits, then she draws her next weapon: (I tend to sheath my weapon entirely as she draws) -- if Staff, current tank keeps her; all run to designated spot -- if Sword, run behind as usual; Sword Tank provokes; she hits everyone in the party, then everyone runs to any safe spot * Watch for Permafrost here! * Back to center position * Bow next (see previous cell) After Bow, back to center for "Staff or Sword?" * OT in Shield Oath/Defiance in prep * if she draws your weapon and you already have her, continue with the mechanics; OT switch to Sword Oath/drop Defiance * if she draws your weapon and you don't have her, Provoke & claim, then continue with mechanics | |||
18 | The whole fight is usually single-tanked now. (Have not personally done it, nor do I plan to.) General concept: don't take any extra Vulnerability stacks. Must move Shiva around to dodge the Icicles. | (Unsynced: lol) | ||||||
19 |
A | B | C | D | E | F | G | H | I | J | K | L | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | HW EX Trials | Extreme Trials | |||||||||||
2 | iLevel | ||||||||||||
3 | Phase 1 | Phase 2 | Phase 3 | (Phase 3 cont.) | (Phase 3 cont.!) | ||||||||
4 | Bismarck EX | Visual Guide: http://i.imgur.com/LY0eWOI.jpg | * Someone on generator * kill adds * use Dragonkillers when ready * Bismarck's back now with stacking debuff == DO NOT GET MORE THAN 3 STACKS * try to get Carapace down in one try (not a guaranteed wipe if you don't, but it provides an early raid-DPS check -- Carapace in one try should mean Sanuwas down in time) | Sanuwas (Nails) * separate (else buffed) * Green/Wind (horizontal lines) vs Blue/Water (cresting wave) -- adds cast an ability on themselves that's also Green or Blue -- Green casts "Dead Wind", Blue casts "Dead Water" -- attack the OPPOSITE add from the debuff that you have -- same debuffed add will REFLECT your damage and kill you -- may need to tank swap; Sanuwas will mostly hold still, so tanks move. -- must destroy adds before Bismarck's Ultimate | "Bismarck seizes control of the clouds": * WIND -- green/yellow sky + wind blowing -- kill bubbles -- stack in center, then stack again after knockback * WATER -- bluish/gray sky + rain -- kill bubbles -- avoid the center * THUNDER -- purple sky + lightning flashes -- do not kill bubbles -- spread out to avoid lightning splash damage | Dragonkillers * on back again * MAX 5 stacks * Phase repeats 2nd+ Dragonkillers * wait until Bismarck targets the DK's to click * wait until your debuffs fall off before jumping on back (else you will die) Melee LB | Ideally a farm party would kill him at the first DK in Phase 3. But if it's not going to happen, better to do the next series than to redo the whole fight. (Watch your stacks in the second part, though!) | ||||||
5 | Phase 4 | ||||||||||||
6 | Phase 1 | Phase 2 | Phase 3 & 4 | Phase 5 | Phase 6 & 7 | ||||||||
7 | Ravana EX | Bloodlust: * Shows time until next Stance/phase change (at 100) * adds stacking buff Neutral/Dragonfly Stance * Big cleave -- share damage (at least 2) * The Seeing X -- barrier on 3 sides; do your physical attacks on free side, else knockback + slow -- cast bar shows you the opposite side (Left = Right open; Right = Left open; Wings = front open) -- tanks: Left and Right will hit you, too, so be aware -- can go back to normal after the buff drops off Tapasya * 3-strike frontal cleave * 1st unavoidable, then dodge next 2 | Scorpion/Damage (to Ravana) Stance 1. Prelude to Liberation -- damages melee range; move before cast completes (when it hits the "L" in Liberation) -- line AoEs and fire puddles -- avoid them all -- liberation circles -- spread out -- no one should ever get hit with more than 1 2. Liberation -- stack behind him during cast -- stack in center until first and second land; run to open side of first one -- Ifrit-type rushes -- run around the edge towards them (Ravana is FAT) | P3: Neutral/Dragonfly Stance: -- Warlord Shell -- Stoneskin -- must destroy (else die) -- Seeing Sides again -- Spirit and Moon Ghanas -- kill them -- no swords! **Note: for farm parties, ignore the adds completely and push him to Bloody Fuller. Might even not see the adds at all.** P4: Beetle/Defensive Stance * Find the still-standing fence; put your back to it * Pillars of Heaven -- dmg + knockback * Laughing Rose (white mark/circle): stack to share damage * Prey: pass to MT immediately * Rose of Conviction -- tethered orbs -- group stacks on wall/edge behind Ravana -- group kites the orbs along the edge -- MT keep Ravana facing away (dodge orbs & AoEs) **Note: farm parties can push him past Rose of Conviction** | **Note: farm parties should kill him by the start of this phase, before Swift Liberation. Wait for him to drop Defensive Stance, then LB** Scorpion/Damage Stance * Swift Liberation Marks: -- marks players in order (# of swords), then charges at player -- mark cardinal points with A-C (D is blank); 1 sword = A, 2 = B, etc. -- Ravana charges: center > A, A > B, B > C, C > D -- after hit, loop out (toward the sides already done) and then to center -- Ravana is FAT (wide charge) AoEs: -- straight lines from cardinal points -- assign safe spot * Final Liberation Double Prey: -- can only take 1 hit, so must pass after first hit -- most groups have tanks run in and grab after first Liberation Circles (middle is safe) AoE dynamo -- stack in center, then immediately run to edge | Phase 6: * Dragonfly/Neutral: Phase 3 repeats * Beetle/Defense: Phase 4 repeats Phase 7: * random Liberation attacks | |||||||
8 | |||||||||||||
9 | Phase 1 | Phase 2 | Phase 3 | Phase 4 | Phase 5 | Phase 6 | Phase 7 | Phase 8 | Phase 9 | ||||
10 | Thordan | Charibert, Hermenost, and Zephirin | Adelphel and Janlenoux | Ignasse, Paulecrain, Vellguine, Grinnaux, Haumeric, Noudenet, and Guerrique | Spear of Fury | Conviction | Lightning Storm | Holy Chains | Holiest of Holy | Death | |||
11 | Thordan's Reign EX | Assign all 8 spots -- N, S, E, W, NE, NW, SE, SW * Meteor Rain -- circle AoEs (targeted on players); hits fast, so move (Titan's plumes) -- to spots * Ascalon’s Mercy -- pizza slice AoEs; either stand behind him or in the cracks * Dragon's Eye then Dragon's Gaze -- turn away on Gaze * Lightning Strikes -- marked players spread out; splash damage; melee can spread around boss and be fine * Dragon's Rage -- stack to split damage; same marker from Void Ark, etc. * Ancient Quaga -- roomwide AoE * Heavenly Heel -- tankbuster; followed immediately by the cleave attack, so heal the tank P.S. Walls are death. (Well, not entirely -- I've survived being punted into them at i230. But assume they're Death.) First phase until 70% or after Heavenly Heel | * Stack in center at start of phase * fire AoE circles + chains -- avoid fire, break chains (last Vault boss) -- to spots * Pillars/towers -- stack on them until you take damage from Conviction (1 per tower) -- if a circle is over your tower, there's time after the circle explodes to get in the cricle * Sacred Cross -- looooong cast -- damage of cast = his remaining HP (so burn 'im) -- aim for <50% -- when Cross finishes, there's a moment where he does the resultant AoE, so move for divebombs then * Spiral Thrust = DIVEBOMBS (but they always go in the same lanes) -- watch floor pattern; stand in the chevrons that point inward; video at link: https://www.reddit.com/r/ffxiv/comments/3scsf2/king_thordan_ex_charges_100_predetermined_safety/ | * Keep adds separate or they'll tether/buff. E/W. * Divine Right: one gets Shield Oath, one gets Sword Oath. They cast it often. -- attack the one in Sword * Holy Battledance (Batman. (sorry)) -- tankbuster. BIG buster from Sword tank; not as crunchy from Shield tank * Skyward Leap 3x + Heavenly Slash -- -- untargetable adds join at the center, then jump -- sequential marks on 3 players -- damage increases with proximity to target (so get away from them) -- marked players run N, S, then N * Heavenly Slash * Holiest of Holy -- room-wide AoE * Holy Battledance -- tankbuster * Divine Right again -- watch for Shield Oath | All 3 together at start: Stack in center, wait for Collapse, run to your spot; shouldn't overlap charge or storm with anyone at that point * Dimensional Collapse -- targets a player, then drops a growing AoE under them. * Spiral Pierce -- knight tethers to player. Will Charge to player. * Hiemal Storm -- marks players. Drops an Ice AoE on the spot. Immediately after: * run and stack in center for knockback (Faith Unmoving -- Vault) * try not to get knocked into ice patches Then: orbs out (ST final boss) (Mizzteq recommends marking 1 small meteor to ignore (can survive 1 -- possibly 2 at current gear levels)) Kill small orbs, then big orb while avoiding: * Holy Meteor -- targets player. Splash damage. * Heavy Impact -- 2 in succession -- pac-man AoE targeted at player. Rings explode in order. (Safe spot behind knight) These work just like first boss in Weeping City. * Light of the Ascalon -- damage + knockback (run in place) * Ultimate | * Dragon's Eye -- spawns an actual Dragon's Eye outside the arena -- on Gaze attack, have to avoid looking at BOTH Thordan and the Eye -- best to tank Thordan immediately in front of eye, so raid only has to avoid 1 direction * Holy Shield Bash -- marks a healer, then jumps to slam/stun them * Spear of the Fury -- Charge stunned player; damage mitigated by each person he passes through (like T10) -- on Bash mark, healer get as far away as possible (near wall next to Thordan) -- on Spear, OT and party stacks behind Thordan to absorb damage from charge -- Note: if anyone dies to Spear, it is a WIPE. * Heavenly Heel -- tankbuster * can't heal the raid at this point because of Infirmity debuff * Dragon's Gaze/Glory -- turn away * now can heal raid (Ancient Quaga incoming) | * Dragon's Eye (new Eye) -- drag Thordan there * followed by Gaze/Glory + Conviction (towers) + Heavy Impact (exploding pac-man) -- get towers, dodge pac-man, and turn away from Gaze -- better to eat pac-man than lose a tower * immediately: Dimensional Collapse -- player-targeted AoEs that grow -- because of next, try to avoid being in center, so it's clear * immediately: stack in center for knockback, then stay stacked for Dragon's Rage (split damage) -- be in center together so you get knocked together so you're together to split damage (together) * tank -- turn Thordan away asap because cleave Note: Farm parties should be killing him soon | * Dragon's Eye (new Eye) -- no Gaze (whew) * spread for Lightning Storm * 4 things immediately: -- Divebomb Knight around the edge (doing through center) -- tether for Spiral Pierce (charge to player) -- blue mark for Skyward Leap (splash AoE) -- mark for Rage (split damage) How to handle: * Divebomb divides room in half (assume N). Imagine another, perpendicular split, so four quadrants now. * MT pulls Thordan NW. * Rage mark and all non-marked players stack behind Thordan. * Tether goes SW or NE (quadrant next to Thordan) * blue mark goes SE (opposite Thordan). | * Dragon's Eye (new Eye) * Gaze + Chains + Fire puddles + Holy Meteor -- break Chains, avoid fire, avoid meteors while turning away (fan out) * Heimal Storm (Shiva) + Ascalon's Mercy (pizza) -- spread out to safe spots, don't overlap -- meteor is still dropping * immediately stack for heals. Quaga incoming. | * Dragon's Eye (new Eye) -- no Gaze * all the AoE damage. Heal and burn. * Sacred Cross -- Thordan immune ------------------- Aim to kill Thordan before he goes immune | http://www.bluegartr.com/threads/126949-Thordan-Extreme-Guide | ||
12 | -- | ||||||||||||
13 | Sephirot EX | Phase 1 | Phase 2 -- Adds | Phase 3 | Phase 3 (cont.) | Phase 3 (cont.) | |||||||
14 | http://dtguilds.enjin.com/sephirotguide | Assign: * marks * where to stack (in DF I've seen: DPS left A, Healers right B, purple butt) * order of add kill (in DF, seems to just be a burn, though works out to 3/1/6/1/3.) Ein Sof: * a plus or X with one side missing. * puddles will spawn and grow huge. Go to the missing side. Chesed: tank buster. Fiendish Rage (same time as Ein Sof): * marks 1 DPS and 1 healer. * need to split damage. Can only take 1 hit! * all DPS stack. Healers+OT stack. Ain + Ratzon * Ain -- 180-degree (half arena) hit * Ratzon -- marks * Ein Sof puddle spawns somewhere. Point the boss at it; party stacks between boss and puddle. * Boss turns to random person to do Ain. Party is marked for Ratzon. Party runs to other half of arena and sets up for Ratzon. (Since we're between boss and Ein Sof, boss will cleave the side we don't want to be on anyway) * Ratzon -- 1 purple mark = really big circle. Greens = small circles. Spread loosely to not be overlapped by more than one circle. | Transition at 65% Spawns: * 1 Cochma + 3 Binahs * 3 Binahs * 1 Cochma ... 3 Binahs (small delay there) * 3 Binahs 1 tank takes Binahs. Other takes Cochmas. All do room-wide AoE on death. Binahs do ~1k, Cochmas do ~10k. So want to stagger kills. Agree on a kill order at start: * 3 > 1 > 9 > 1 * 1 > 6 > 1 > 6 * 3 > 1 > 6 > 1 > 3 * etc. | Omni-directional boss (all positionals get their bonuses) Yesod: * flash on the arena (snapshot!) * 3 seconds later, stone pillars of death rise on your snapshotted position * so don't be there (or where anyone else was) * best to bait all pillars to the same spot (stack in center) Force against Might/Magic * colored debuffs -- Might = orange/yellow (an "x" on the debuff); Magic = green (a faint circle inside) Life Force / Spirit: * Sephirot holds colored balls over the arena -- one orange/yellow (with vines wrapped around), one green (smooth outline) * attack covering that half of the arena * stack in SAME COLOR AS YOUR DEBUFF Rapid succession: Towers: only players with ORANGE/YELLOW debuffs can stand in them Ein Sof puddles + tethers: * tethers (Da'at) Orange Players, but getting hit is bad for them * Green players stack under boss and intercept tethers. (Move around to make sure you have a tether (and it's not on the guy who stacked on you)) * Orange players run back to safe spots around Ein Sof puddles Towers again: Orange again Balls again: stack on your side | Earthshakers: * 1 DPS + 1 healer * straight line of damage from boss to target * targets should run to E/W sides * Yesod at the same time! So everyone needs to be ready to move (and not into the path of the Earthshakers) Da'at: * spread OUT, because splash damage * first hit: tankbuster * then hits random players * always right after Earthshakers Towers: no buffs now, so only Tanks can soak. 1 Tank in each. Balls: * no debuffs, so general damage. * Do not need to stack on balls. Middle is fine. Pillar of Mercy + Ein Sof + Yesod: * Pillar = knockback. Want to be position so you're knocked back to safe (non-Ein Sof) areas. * 1st: stand in blue indicator (pillar) to bait Yesod. Ein Sof growing W. After Yesod flash, stack on SE edge of pillar. * 2nd: run to east of 2nd indicator (right between the Ein Sof puddles). * 3rd: run SW of 3rd indicator. Earthshakers, then Da'at + Yesod (so slightly different order than 1st Earthshakers) Towers, then Balls (no debuffs again) | Malkuth: BIG knockback. Stack on his face. (You'll get knocked right to the Storm -- start burning.) Adds v2: * 2 sets of Binahs (4 total) -- tanks take 2 each * Storm of the Word -- BURN THIS before it finishes its cast. (If it finishes, you're dead.) Towers + Yesod: * tanks stand on very edge of tower * Yesod flash -- tanks move within tower ring * then tower hit Another Ball, another Yesod Pillar of Severity: get in the Storm of the Word to avoid death repeats from start of Phase 3 -------- After second Storm: Hard Enrage. No Storm, arm comes down, wipes you off. | |||||||
15 | C | ||||||||||||
16 | Nidhogg EX | Phase 1 | Phase 2 | Phase 3 -- Adds | Phase 4 -- Nidstinien/Fang & Claw | Phase 5 -- Towers | Phase 6 -- Ahk Morn/Bombs | ||||||
17 | http://dtguilds.enjin.com/nidhoggguide | Beat him up until he flies away. Divebombs: 1. Look NE. He comes from North or East. -- He covers slightly over 1/2 the arena, either on one side or down the middle. -- eye circles drop under people, + four people marked -- bait circles to middle, then run out; don't overlap marks -- get to the walls; he's fatter than you think 2. Look SW. He comes from either South or West. -- same as before. -- if you get marked again, make sure you're healed up before the second hits. | Hot Tail or Hot Wings: * random which one he starts with. No markers. * after 1st, bait ground circles before moving * Hot Tail -- big pillar AoE down center of his body; get to flanks * Hot Wings -- covers all of arena except down center of his body; get to middle * basically, they're opposites * should have enough DPS to only see 1 set (or even none, these days) Transition at 80% (sometimes 79%, if he's in the middle of something) | Order: 1. (West) Brobinyak 2. (East) Falak 3. (Middle) Dragon (untankable) * Tank swap after first add dies (puts stacks on tank -- can only handle 2 stacks from Falak) -- helpful to move them nearer each other, so the tank can swap quickly. * Dragon: -- at 50% health, casts room-wide Vulnerability -- targets furthest player with Fireball. Big windup, so you can run out after he targets. Have healers bait. -- stomps around and randomly targets someone with swipe. Big windup, so move away. (Damage Down debuff on hit players. As this is a DPS check, that's very bad. So dodge.) If any adds left alive at the DPS checkpoint, they'll become invulnerable. You will die. Circles are meaningless. | * Mortal Chorus -- knockback + damage (can't fall off) * mark + big circle -- put them along the walls. Stay away from center to bait. -- giant pillars from circles to player. -- OT -- watch for tether from one of the circles. Intercept + move away + cooldown. * Fang and Claw: -- must kill both before they cast Self-Destruct. -- target the Fang (East). -- tethers to various party members: Blue (from Fang) and Red (from Claw) -- If Blue tethers take damage, the Fang gets healed. Blue tethers should avoid all excess damage. -- If Red tethers take damage, the Claw gets damaged. Red tethers should run into the orbs & take all the damage. -- MT will get a Blue tether. Tank swap. -- Eye of the Tyrant, aka, "stack here" marker -- will always be on a Blue tether. They should run and stack with all the Red tethers. -- shortly after Eye, tethers swap. (Note that the swapping can be staggered.) MT will get a blue tether, so swap again. * short time to DPS boss. | * 4 Towers: NE, NW, SE, SW -- one player must stand in each tower -- healers will immediately get tethers -- therefore, tanks and healers should be near each other so tanks can pull tethers -- 4 players will be targeted with red marks. One of the puddles will also drop a tether on someone; needs to be picked up by tanks. -- puddles do line AoEs targeted at players; avoid. -- possible to skip Towers now with high enough DPS * Super Jump -- pulsing marker; get distance. -- marker gets puts on a random player's position * 1 Divebomb on phase switch. Random direction. Rude. Spin that camera. | Ahk Morn -- "stack" marker. Everyone stacks. -- Wait for all hits to occur before running out. Each time it's cast, an extra hit. Hot Wing + circles + bombs + marks: * Hot Wing -- stack together on edge of boss' hitbox * immediately after Hot Wing, the usual eye circles; stay stacked to bait them, then move forward in middle to avoid. * bombs: corners, then middle -- wait for corners to explode, then run to your tower locations while center explodes. Drop your puddles. Ahk Morn again. Bombs + circles + Hot Tail: * bombs in center, then in 1 corner, then opposite corner (2) * after second bombs appear, run to the very edge of opposite corner (2) to bait circles * then move forward a bit to avoid the circles * after center bombs explode, move to that side of boss, but keep him in the corner. Stay stacked. * wait for first corner to explode * Hot Tail: triangular safe spots (bombs in corner 2 exploding at same time). Can also eat Hot Tail if you need to. (If Nidhogg is facing diagonally, aim for the break-spot on his hit box, on the wings side; that's safe.) Phase repeats until death or Enrage. | http://i.imgur.com/nOut2zU.png | |||||
18 | Adds | ||||||||||||
19 | Phase 1 | Phase 2 -- Adds | Phase 3 | Phase 3 Cont. | Phase 3 cont. | ||||||||
20 | Sophia EX | Mark the four corners on the little squares on the floor. The Aero III shadows spawn on those little circles always. * Thunder II -- tank cleave; can dodge * Thunder III -- donut * Aero III -- AoE * daughter head -- spawns in a corner, does knockback. Stand on its tongue. -- is a circle punt, so if you're too close to the short side, will still get knocked off. * Shadows: -- copy whatever Sophia casts while they're tethered to her. -- then they use that ability when she uses Execute. -- Thunder II/III -- stack on the Shadow that was tethered first. (On II, get behind it. Also watch which way it's facing. ) | Adds kill order (not name): * #1 - healer -- has a gaze attack; turn away; DPS can tank * #2 - lancer -- one tank takes -- drops ice circle (BIG ice DoT) -- frontal column (marked) -- Gnostic Rant (unmarked) -- get behind him (270* or more attack) * #3 - tank -- has directional parries (knocks you away, like Ravana) -- be careful about AoEing the other adds, because even Bane will trigger his directional parry and knock you backward -- Infusion (60%) -- on DPS. The proper way: That DPS steps back to stretch out the area; party stacks between add and target along the center line, tanks up front to absorb most of damage. But if anyone dies to the charge, they get Zombied. ---- usual option: let the target eat Infusion themselves. They'll die/be Zombied, but only them. Scale -- East to West; West to East. -- avoid the ice puddle -- move far enough up that the Zombied person (who is auto-attacking someone) is in a safe spot. | Quasar -- meteors -- either on players (no tipping) or on the scales (tips the platform) 1st Quasar -- on players (no tipping); stack to bait, run opposite 2nd & 3rd Quasars -- now with platform tipping * always move AWAY from Blue. Move to highest # of tethers. * Number of tethers is ODD or EVEN. -- if ODD, small tilt -- stand on the little square on the floor pattern. -- if EVEN, big tilt -- must be on the very tippy edge. -- later, daughter head will spawn in the sliding path (with vulnerability stacks); need to get tilt size right to not get hit. -- also sometimes Sophia herself will charge down one side * 2nd Quasar will be ODD; 3rd will be EVEN -- can skip 2nd with high DPS, so count anyway | White and Blue AoEs: -- find a partner of the opposite. Tanks/healers one color; all DPS the opposite. -- Coordinate who will stack with whom and which one in each pair moves (else you'll circle each other and miss). Can be helpful to mark pairs. (Don't need marks for anything else in this fight.) -- Don't double-stack the same color. Auras -- * White/Gold/over her head -- group AoEs coming * Green/pillar -- BIG tank buster (with slight knockback, so don't tank against the edge) -- also places Lightning Vuln Down on MT -- tank swap when the Green aura appears. (She already has her target and will still hit MT, but the next auto-attack, which is Lightning-aspected, won't.) -- Note: it's a PHYSICAL attack (with spear), rather than Magic. Shadows return: 1. White Aura 2. Thunder III (note the safe spots, but wait to move.) 3. Aero III 4. Green Aura ******* Daughter head will show up and blast one of the "safe" Shadows with a line AoE after Green Aura, so have to run to the other one ******* * tank just within melee range of one safe spot -- that way if that's "the" safe spot, melee can keep attacking. * head disappears from center just before it spawns elsewhere | White Aura > Green Aura > Quasar Quasar: * head spawns on "down" side, with a space between it and the edge * now you need to know the scale difference so you don't land in the daughter's cross-attack * count the tethers. ODD = soft. EVEN = hard. Next Quasar: * same as previous + charging Sophia head. Avoid them both. Color stacking, then diagonal knockback head again. Color stacking again, then fast tethers. Light tilt; no head. (highlighted because this part gets a bit crazypants.) Shadows again. * White Aura > Green Aura > Thunder II (tether) > Aero III * Meteors on group -- bait them far away from your Thunder II target, then run there * Immediate Green Aura, so tank watch the knockback * Execute + color stacking, so spread out behind the Shadow. * (the better option is to bait away from and then run to an empty spot. Seems hard to get people to do that, though.) | Repeat phase 3 Hard enrage: Everyone gets the same color. You will die. | Marking macro (for a DPS): /mk "attack2" <me> -- as DPS /mk "attack1" <2> -- tank1 /mk "ignore1" <3> -- tank2 /mk "bind1" <4> -- healer1 /mk "square" <5> -- healer2 /mk "ignore2" <6> -- DPS (maybe melee) /mk "bind2" <7> -- DPS (maybe ranged) /mk "triangle" <8> -- DPS (maybe ranged) The macro is based on your normal /psort options; for me, that's me > Tanks > Healers > other DPS. If you are playing a different role or have your party order set up differently, you'll need to adjust the target numbers to match your party list. | |||||
21 | |||||||||||||
22 | |||||||||||||
23 | Phase 1 -- Cake phase | Phase 2 | Phase 3 -- Adds | Phase 4 -- Tethers | Phase 4 -- cont. | ||||||||
24 | Zurvan EX | Can be single-tanked to push damage. * East, then North, then West fall * targeted AoEs on players. Best to stack together to bait. * If you push him to 75% before a certain point: Will skip first Soar and Demon Claw/charge -- if you can get to 79% by the drop, will should be able to skip -- there's also a point where you don't skip Soar but do skip Claw | Soar -- Divebombs: out then across * clones first dive out along the paths * then dive back across in the same pattern, but all the way across the arena * AoE circles target tanks and DPS, *not* healers -- If double-tanking: Double-stack the tanks in one spot; they'll live * Healer mechanic: one healer marked with Stack, one marked for splash damage -- run to center and stack with stack healer; other stays out Demon Claw -- knockback + stun on tank for slightly over 50% of arena * pull Zurvan off-center; during cast, run through Zurvan * Charge -- OT or sturdy DPS stack closest; everyone stacks in zone to absorb damage Ice circle underneath; do not run in Cleave x3 on tank * party stack behind Biting Halberd -- 270-degree attack targeted at a player * run behind. Stay stacked for next Southern Cross * MT stack with party first * end of cast: MT moves right (Cleave coming), party moves left; leave ice puddles behind 1 of 3 mechanics: * Biting Halberd again * Ciclicle -- get in melee range * Tail End -- get to edges | * Will -- CRITS. Buffs damage quickly. * Thews -- don't do much * Wit -- Merycidian Meteor -- always kill #1 (cast finishing = wipe) * Wile -- has a look-away ability -- always position so your back is to the Wile, Healers especially because you need to heal here First: * Will + Thews -- North Second: * Wit -- East * Wile -- South * 2 Will -- West -- tank grabs and take to Wile Third: * Wit -- West * Wile -- North * 3 Thews -- East * Will -- South | 4 players with Ice (blue), 4 players with Fire (red) Each is tethered to someone with the same Must stay near-ish to your partner (Zurvan's hit box width is max) Wave Cannon: * randomly party member marked; giant column AoE at them * have them move away from the group (either Flank or in front (tank move)) * adds Bleed; heal through Tyrfing: * 5 hits on MT, then a splash Fire III Southern Cross: * same behavior as before: party left, MT right (still Cleave) Broken Seal: * 1 of 3 patterns: edges of arena, 2 diamonds, melee range * Each pattern has 2 circles of the same color near each other * Match your color to a circle * Move with your partner to a circle pair, and each of you stand in one to soak the mini-meteor * Followed by either Biting Halberd, Ciclicle, or Tail End, based on Broken Seal pattern -- outside edge = Ciclicle -- melee range = Biting Tail -- diamonds = Biting Halberd Repeat. | Interlude: * Soar -- use Tank LB here * Demon's Claw + Wave Cannon -- MT Hallowed Ground or Living Dead -- party does NOT stack to share damage in that case Repeats from the top of Phase 4. ----------------------------------------------- How to Tether (from Xenosys Vex's guide): https://www.youtube.com/watch?v=B6v4aCXO_Aw * Waymarkers at W (A), N, and E (B) * one set of blue + red start at A, and other set starts at B -- they have someone mark one person of the color opposite from the tank's color -- that pair then goes with the tank's pair * if equidistant to both circles, move clockwise to find yours How to Tether if no marking: * The pair with the same color as the tank, move opposite the tank. * One of the other pairs creeps up to "pair" with the tank, other moves back * spread clockwise from there A note on No Tether: * If someone died and you have no tether, go stand under your meteor anyway. If you have the debuff, you should live. If you were revived and do not have a debuff, you will die, but you will soak the meteor, which means no Vuln Up stacks on the group. It's semi-recoverable (especially if it's the second half of the phase, and if you can get both players back up). | |||||||
25 |
A | B | C | D | E | F | G | H | ||
---|---|---|---|---|---|---|---|---|---|
1 | SB EX Trials | Extreme Trials | |||||||
2 | iLevel | ||||||||
3 | Phase 1 | Phase 1 (cont.) | Phase 2 (Adds) | Phase 3 | (Phase 3 cont.) | ||||
4 | Lakshmi EX | i300 | MT: if you turn Lak East/West, then OT can stand on the edge, which means DPS are slightly less likely to be there. Yes, you can fall off. Pre-fight: 2 adds. Marked gaze attack. No big deal. Lakshmi: * tankbuster -- Pull of Light * Cross-flowers on DPS. Position them away from the party, and please give the tanks room to stand... * Stortam -- raid-wide AoE * tankbuster (OT provoke) * Blue Prey on #2. Big cone in your general direction. Take to the side away from party: "Do not your souls weigh heavy?" * Cross-flower + 2 circles on healers -- take circles to opposite side of arena (they grow later). * stack (Pall of Light) | ********* IMPORTANT MECHANIC ******** The Blue Marker targets #2 on the aggro list. Ideally this is the OT, because the attack hits hard (~40k) in Black Aura phase even with Vrill. (DPS will survive it in Normal Aura.) DPS and Healers, PLEASE watch your aggro and use aggro-dumps as needed to not overtake the tanks. OT should be using Shirk/Provoke, but you still might sometimes catch up, especially when Lak is untargetable. (Also the stack marker goes on #2, but that won't kill you and everyone stacks anyway.) ************************************************* Black Aura Phase: Chanchala: "I shall free you from your hate!" * Use a *** VRILL *** for Divine Denial (knockback) * Circles on healers -- *** VRILL *** * Tankbuster (Pull of Light) -- *** VRILL *** * Blue Marker on #2 -- *** VRILL *** * Lak moves to center: *** VRILL *** -- Divine Desire (Bleed puddle) Normal Aura ("Your souls are ssstained") * flowers, tankbuster, blue marker, stortam | Add Phase: * 4 stationary adds. They play hot-potato with a Vrill bubble. * Adds must ONLY be killed when they have the bubble -- this replenishes your Vrill stacks for the Ultimate. * adds have immediate aggro on healers. Tanks each snag 2 for aggro (N/S or E/W). * work all adds down to ~10-15%, then kill them as they get the bubble. * BE CAREFUL WITH DOTS Ultimate: *** VRILL *** | Black Aura Phase: Chanchala: "I shall free you from your hate!" * *** VRILL *** for Divine Doubt (confusion) -- also find a buddy so you both smack each other, instead of everyone ganging up on the healers. You CAN kill each other here. * Blue Prey on #2 -- *** VRILL *** -- OT -- if your health is low (b/c healers stack south for whatever dumb reason), also pop your Invuln; you will live -- Lak is moving from the center out to the MT at this point, so OT is likely in a bad position (though is trying, I promise). So watch where you are and where the marker is, and get away. (i.e., stop stacking on the OT) * tankbuster (Pull of Light) -- *** VRILL *** Normal Aura * {{ Vrill "Z" pattern -- grab one to replenish your Vrill }} * tankbuster * {{ Vrill "line" pattern (through middle) -- grab if you still need }} * Stack * Cross-flowers on DPS + circles on healers + Blue Prey on #2 (all at once) | Black Aura Phase: Chanchala * *** VRILL *** -- Divine Doubt (confusion) -- hit your buddy * stack (Pall of Light) -- *** VRILL *** * *** VRILL *** before pattern * {{ Vrill "circle" pattern -- outer edges -- grab to replenish }} * (VRILL should still be up) -- Divine Desire (Bleed puddle) * {{ Vrill "Z" -- grab if you need }} * stack -- *** VRILL *** * *** VRILL *** Stortam -- room-wide AoE Normal Aura * Cross-flowers on DPS + circles on healers + + stack + Blue Prey on #2 * x2 Enrage: Chanchala to Divine Denial (knockback off the edge) | ||
5 | Phase 4 | ||||||||
6 | Phase 1 | Intermission | Phase 2 | Phase 2 (cont.) | Phase 2 (cont.) | ||||
7 | Susano EX | i300 | ******** Listen to Susano ******** He usually tells you which mechanic is next with his audio cues ------------------------------------------------------------------------- * "Rise up" -- Dice (from Ozma) -- do NOTHING when it ends. -- can be on MT, too * "The seas part for we alone" -- Orange marker -- knockback on player, then Stack marker, so get right back in -- also makes a very narrow safe zone from Suzie to the player, so everyone else get there * "Rise Up" + AoEs -- their range is slightly larger than it looks, so get OUT. * Orange marker + Cloud -- look for the Cloud outside the arena. It will do a wide straight line AoE at you, so point it away from the party -- Note: the Cloud shows up in your enemy list as "Thunderhead" -- if Cloud is directly behind or in front, go sideways | MT -- click the "Sword Shadow", then click the button as directed OT -- start NE then move clockwise popping bubbles. -- bubbles are obnoxiously slow about popping -- use Sprint after the first one finally pops -- (I've heard that the bubbles just go fo the MT, so you can skip popping them while healers keep MT topped, but most groups want them popped) Party -- under the sword, hitting the targetable spot Tanks swap, phase repeats Ultimate -- don't stand in middle -- room is now divided in half by a red/black line -- line is safe to cross, but not to stand in (you start to sink, then die) | * Stormsplitter -- tank swap after the hit -- puts a debuff on the MT; take HUGE damage * (forgot his line here) -- Purple marker -- will drop lightning on half the arena (by the dividing line) -- run to other side of line to drop -- many people targeted, including MT * "The seas part for we alone": -- Orange marker + Cloud -- bait the line away first, then stack * Stormsplitter: Tank swap * Purple lightning again, plus 2nd player has a Cloud * "Earth and Stone at our beck and call" -- Gaols: -- 1 person is bound, but 4 gaols. Suzie plays a shell game; have to kill the right one. -- bound person should mark their gaol. OR -- it's always the 4th one on the Enemy List. * ground AoEs during Gaols * Stormsplitter (tank swap) during Gaols. | * "Now cometh our part! Make way!": Purple marker + line from sky -- same "lightning on half" concept, but now the person targeted is bound in place -- party has to switch sides * Orange Marker + Dice (he sometimes clips his audio cues here) * AoEs * Stormsplitter (tank swap) * Purple line again * AoEs + Dice + AoEs -- stack behind for AoEs -- dodge & stop -- wait for AoEs, then dodge back in * Stormsplitter (tank swap) * Purple markers (other side) + Cloud (2nd player) + AoEs * Orange marker + Cloud | * Gaols (tank swap or Hallowed/LD) * (not remembering this part too well, but there's maybe one other mechanic involved) * Purple lines, then fade to Enrage -- the Enrage is weird: the fight just fades out and ends. There's no "end"/everyone dies mechanic. | ||
8 | |||||||||
9 | Phase 1 | Phase 1 (cont.) | Phase 2 -- Adds | Phase 3 | Phase 3 (cont.) | ||||
10 | Shinryu EX | Note: some abilities are cast by Shinryu and some are cast by his Wings. So make sure you can see your Enemy List. New "enemy": the Worm's Heart. * If Shinryu casts any Ultimate while the Heart is alive = WIPE * he casts his Ultimates when the duty gauge is at 100 Tail Slam: narrow green marker over your head * if middle platform destroyed = wipe * #1 -- Healer (back right). #2 -- DPS. #3 -- tank (back left usually) ---------------------------------------------------------- Ultimate: Earthern Fury * destroys 2 platforms and damages more. Chains: run away from who you're tethered to Tidal Wave: 2-tile knockback. Leaves puddles for later. Tail: Healer + Icicles (Left Wing) * spawn opposite Shinryu and divebomb across with no marker * then kill tail Levinbolt -or- Hypernova (Right Wing) * Levinbolt -- spread out; avoid puddles * Hypernova -- stack in the same puddle (puddle destroyed) * DragonFist: middle square -- do not be there Ahk Morn: shared tank buster * tanks stack and use cooldowns * ALSO: AoE (Akh Rhai) spawns on a DPS. Move out. Ultimate: Hellfire -or- Judgement Bolt * Hellfire -- in puddle; DoT -- PLUS Icicles * Judgement Bolt -- out of puddles; | Tail: DPS + Levinbolt Chains: tanks and healers Earth Breath (Earthshakers): 1 DPS and 1 Healer * send 1 far left and 1 far right, raid in middle Icicles: avoid charge from the back (half a square) Levinbolt: out of circles + spread; Hypernova: in circles + share green Markers:Â * do not drop on middle square, else wipe * healers: back corner; DPS: front corner; tanks: other back corner Ahk Morn + 2 Ahk Rhai Diamond Dust + Chains (healers) * floor is ice, so don't move your feet * healers run together to one side, then 1 slides to the other side to break chain (could also have just 1 healer slide from the group) Tail: Tank + 4 Reiyu Dragon Heads: * The only way to kill them is to HEAL them to FULL * (if not killed, kills tethered player + roomwide AoE) Ahk Morn + 2 Ahk Rhai + Icicles Ultimate: Aerial Blast + Chains (DPS) * 3 small knockbacks then 1 bigger Earth Breath Gyre Charge (Divebomb -- like normal) -- tiny little safe corner! *CAN* come back in a different spot. Levinbolt -or- Hypernova Ahk Morn + 1 Ahk Rhai Levinbolt > Tidal Wave (Push is at 44%) | Active Time Maneuver: Extreme button smashing!! Next platform + immediate proximity knockback: go N to get knocked to other 5 proximity markers (go N for safe spot), then 5 adds * big add first * Death Sentence -- tank buster 10s -- more markers -- go N for safe spot * 2 bigs * can LB3 this set Players marked -- will drop the next Proximity Markers * spread along the edges without overlapping each other * stack in center last adds -- all little Shinryu's Ultimate: Proto-Star Marker = knockback * stand next to it, with a corner behind you Run up the tail to the new platform * Lasers stun + damage | Circle under him: Doom (when you're inside; so don't stay too long; running out makes it fall off) No cleave, but AoE Breath ------- Terra Slash -- tankbuster * tank swap DURING the cast Atomic ray = a stack marker on EACH DPS * pair each DPS with a tank/healer friend; move off together and stack * (also chains -- should be automatically mitigated by above movement) Ice Storm + Hypernova/Levinbolt * Ice -- have to be moving at the end else freeze * Levinbolt = now a marked AoE. Move during Ice Storm (avoidable this phase; so stack/run first to minimize affected areas, then Sprint out -- they are BIG) * Hypernova = do not move during Ice Storm so you freeze on purpose (because no puddles); also stack to share damage Benighted Breath or Wyrmwail * Benighted -- conal attack * Wyrmwail -- roomwide infirmity debuff; can avoid by standing in direct center of Doom puddle Terra Slash Dragon Heads Repeat from ------- above | At 22% Will use 3 Ultimates at once: * one from Shinryuu, one from Right Wing, one from Left Wing * If any Ultimate finishes casting = WIPE Use blue ground markers to jump on Shinryu's Back * kill a wing first (which is further along in the cast) * then kill the other wing * can LB here -- either melee 1 wing or caster * dismount by jumping off * kill Shinryu before his cast finishes | |||
11 | Phase 1 | ||||||||
12 | Phase 1 | Phase 1 (cont.) | Intermission | Phase 2 | Phase 2 (cont.) | ||||
13 | Byakko EX | Waymarks A, B, C (big triangle; Phase 3) Assign non-tanks to 2 stacks (see State of Shock below) Storm Pulse -- roomwide AoE. (Later he does 2.) Heavenly Strike -- tankbuster. It's a cleave, too. State of Shock -- cast bar * At end, will grab #1 aggro target and also create a "stack here" marker along one wall * Then will pick up new #1 and create a 2nd "stack here" marker * see note under Phase 3 about how to force-position the stacks * 3 people in each stack to soak; get Phys Vuln debuff after hit * assign 3 non-tanks to first stack and other 3 to second * MT tossed first. OT should then be #1. -- Provoke during State of Shock (around the "S" in State) -- not the worst if not OT; OT gets in 2nd stack then * Aggro resets, because tank gets removed from combat. MT Provoke it back (get out of stack, 1 GCD, Provoke). Unrelenting Anguish * jumps to middle and sends out orbs. Avoid; gives vuln stacks. * tank/healer/DPS get marked with red orb. Do not touch together; explode + vuln stacks. (CAN touch normal people.) * also does a column AoE; avoid. | Add: * has a tankbuster, plus hits HARD. OT pick up. Use cooldowns. -- OT tip: when Byakko jumps & talks, follow & hit him with your #1 move, so #2 aggro move is ready for add * crosshair markers = incoming Bleed puddles. Drop them somewhere safe. -- the Bleed can be Esuna'd, but is a big DoT. Do not want. * leave add in center until Flare marker * OT run out (not totally to edge; just out of the AoE; gives you room to hit him from behind) while Byakko does Dynamo AoE (small safe spot under B; large danger zone); everyone stack under * Add does column AoE at a party member * Add jumps to middle and starts to cast. -- orbs floating to middle will heal him. Is bad. Also do -300 TP damage, so casters/healers are best to pop. -- Damage at end of cast is proportional to his HP. Under 30% seems to be the magic number for the squishier to survive. -- tip: you only need to get the add under ~30% to survive his cast; "killing" the add or DPSing him much further doesn't gain you anything. So stay on the boss a little longer before switching when the add spawns (once you know your team's DPS ability, that is). | Uh, so... dodging. And... that's it. Position your camera down to see them. Walls are death. Orbs, then to center. Orbs, line. Orbs, to center. Line. Getting hit is... drumroll... vuln stack. Line and Sweep are also a knockback, so may hit wall. After you unfreeze, have time to cast before his Ultimate hits. | New mechanics, plus Phase 1 basically repeating **at the same time** So look for all those same mechanics while dodging new stuff State of Shock -- immediately after 2nd toss, does "Sweep the Leg (Johnny)" -- unmarked 270 degree attack + knockback. (same as Normal, but is marked there) -- stack on his butt "Star" lightning circles -- cross in the center, then rotated cross between the first -- will hit in a line of circles that march toward the edges; hit = paralysis -- NOT MARKED once they begin -- first set hits twice, then second starts; dodge Whirlwinds -- during Anguish, 1 tank/healer/dps marked with circle. Will drop a tiny whirlwind that will grow HUGE. Touching = vuln stack. Overlapping whirlwinds = roomwide AoE + vuln stacks. -- take to waymarks (usually: A tank, B healer, C dps). May need to adjust slightly based on orbs; is fine. -- tip: cheat into your marker's "pocket" between orbs in case you're marked, so you don't have to sprint across the field -- still 3 bubbles that need to avoid each other -- end of Anguish -- B. jumps + large column AoE -- find a safe spot. | Add: TANK LB3 strat -- OT picks up. IGNORE IT otherwise. (Do heal the OT, though!) -- OT out for Flare; everyone in for Dynamo. -- Add casts 2 column attacks at party members, with another Dynamo in between. -- Add jumps to center to cast. IGNORE IT. -- At about 80-90% of the add's cast (I do it around the "U" on his enemy list castbar) TANK LB3. You live. Byakko continues to mix Phase 1 and Phase 3 mechanics, mostly trying to confuse tanks, probably. Also he tries to trick you by putting stack markers inside whirlwinds. (If the first one is inside the whirlwind, bad times. If the second, wait for the whirlwind to despawn, then stack.) Enrage: Much longer Storm Pulse cast. Kill it (though really shouldn't see this with LB3 strat). ====================================== How to force-position the stacks: from The Balance Discord's PLD guide Byakko section: https://docs.google.com/document/d/1Dsmp2i8Nm5_1oaPvZstFISSA2ThGgu2gZVshNONpE30/edit "State of Shock, and the position of the follow-up stack, Highest Stakes, is determined by the wall closest to where the target is when grabbed. Byakko will pick the farthest wall, and throw you there. Know this, and position accordingly so that your dps can maintain uptime, and stack positions don’t target the far wall." | |||
14 | |||||||||
15 | Phase 1 | Phase 2 -- Adds | Phase 3 | Phase 3 (cont.) | Phase 4 (35%) | ||||
16 | Tsukuyomi EX | Marks/Meteors: Crescent Strat (I like this one -- better uptime) -- N = A = tank; S = B = DPS; E/W = healers float -- A & B = always IN the tip of the crescent. Run back along the crescent for stacks. -- healer = always whichever side is OUT of the crescent (also note that does not have to be all the way to the wall, and can cheat to either side a bit) -- safe spot is in the center of the crescent Reprimand: roomwide AoE Nightfall: pulls out a weapon + speech bubble (big text box is just tied to Nightfall in general, not to specific one) * "Beg for mercy" / Gun -- random DPS; all stack to share * "Your end is near" / Spear -- 1 tank, 1 healer, 1 DPS -- stick 'em with the pointy end! -- spread to your Trinity group; does not share damage, but does ensure that no one is hit by more than one -- wait until all 3 have gone out to move again Nightbloom: heavy roomwide AoE (80%) | Adds: * Tethered adds move to middle; can't be tanked. Kill ASAP. These charge the Duty gauge. * Ranged adds don't move; 1 tank * 1 tank for melee; pick them up, take to ranged Wave 1: * Matriarch & Patriarch tether. 3 Ranged (W) + 3 Melee (E). Wave 2: * ThatGuy tether. 3 Ranged (NW) + 3 Melee (SW). Wave 3: * ThatOtherGuy tether * also BIG raidwide damage throughout (moment to heal up) Nightbloom (Note: aggro does not reset here, but it does continue to build during the add phase. So tanks be ready with aggro combos if needed; OT, possible Shirk; DPS/healers, be ready to dump aggro if needed) | Supreme Selenomancy: Room divides half lit, half dark * Switch halves to drop stacks. You start with 4 stacks. 5 = dead. + Lunar Halo on one half: stand in the center immediately after Lunar Halo -- floor becomes Crescent Moon Move boss to center of the Crescent side Nightfall: Gun (if repeated, Spear) (Note: she does rarely seem to do Spear first instead. Pay attention) Moonfall Meteors (immediately): OT, healer, DPS * SPRINT if needed. * meteor will land in your position. Take away from group and from other meteors. Too close = explode + stacks on the party. * Put on Markers. At least 1 **must be** on the crescent moon. Meteors become the color they land on. * after Meteors drop, MAKE SURE you get at least 1 stack from the crescent. You need at least 1 stack of the crescent color to survive the next part. * after explosion, Midnight Rain = the whole floor = the big side. | * Lunar Halo x2 (dodge the first, then back to safe spot to dodge 2nd bc meteors also explode again) * Run to meteor zone that was on the crescent (opposite color) to swap stacks * STAY IN during her cast Reprimand Zashiki-asobi = Fans (two exploding patterns now) -- half/half fans here Nightfall (random? Gun?) -- seems to be usually Gun, but can also be Spear Torment Unto Death -- tankbuster. Giant Cleave + debuff. -- Tank swap during the castbar; but do not move in front until cast finishes (same as Susano) -- MT will be killed by next auto if they still have aggro Repeat from top until before Reprimand (no 2nd fan/Nightfall/tank swap) | Dance of the Dead: big roomwide magic AoE * If tank still has Torment debuff, they must Invuln the hit, else they will die (Dark or Bright) AND (Waxing or Waning) x2 * Dark Blade -- left side is safe * Bright Blade -- right side is safe * Waxing Grudge -- melee is safe ("The darkness of the new moon"/black blade) * Waning Grudge -- ranged is safe ("The light of the full moon"/white blade) * (note: can have Dark then Dark or Waxing then Waxing) * (also note MT: Dark/Bright is opposite for you) Reprimand Moon Switch (no attack) -- hold that thought (look at cresent on her back) Zashiki-asobi = fans -- first is middle then ring + Lunacy = Ahk Morn-type stack = stay in until all casts done (note: MT move out a bit sooner so she'll turn and lock on N. for next) (Dark or Bright) AND (Waxing or Waning) -- moon from earlier Torment Unto Death (tank swap) Zashiki-asobi = fans -- two sections + Hagetsu -- 1 tank, 1 healer, 1 DPS all hit (splash), so spread Reprimand (repeat from first Reprimand. Instead of last fans, Lunacy = Enrage.) | |||
17 | |||||||||
18 | info | Garula phase | tips | Victory | |||||
19 | Rathalos EX | 4-man trial drops 1 +scale & 4 normal scales | Note: This fight can be done with 4 tanks, or 3 tanks+1 healer. Makes it super simple. Similar to normal mode: * watch his animations to know his attacks * left front leg generally safe * Healing works fine in this phase * tank the coeurl, probably, or at least hang out near it to dodge Different: * 3 KOs total in party = Fail. | Garula + riding Rathalos * 1 person on Rathalos for Active Time Manuever * tank Garula turned away; huge cleave * hide behind the body | Healing skills do not work. The "shield" of TBN and Divine Benison still work. (Can still Deploy off fairy, though.) * Tank strat: take Fireballs solo; pop mitigation; use potions as needed. -- if 1 healer, group stack with them to share damage * Stay on his tail-side. His charge does Poison DoT (high damage ticks) * Attacks (not just damage done) increase the "Down" meter, so even if you're away from the boss to dodge, use a ranged attack to increase it | Carve the scales! * EX gives 1 +scale and 4 normal scales * mount is 50 +scales small chance for a chest: * always contains music scroll * chance for minion * small chance for mount | |||
20 | |||||||||
21 | Phase 1 | Intermission | Phase 2 | Phase 2 (cont.) | Phase 2 (cont.) | ||||
22 | Suzaku EX | Each DPS assigned a direction for feathers (some do cardinal; some do intercardinal to also denote which bird).ost groups also do Clockwise from there, as feathers can spawn cardinal or inter. Tanks/healer each also pick a direction. Help with feather/bird; also for meteors later. Screams of the Damned -- roomwide AoE. Suzaku jumps shortly, RIP openers. Rout * everyone marked with circle, plus Suzaku charge through middle. * Spread to edges at Feather positions, roughly. * Plenty of room to spread and to scrunch in for charge. * Do NOT hit the dead birds. Fleeting Summer: large conal AoE Cremate: magic-based tankbuster. Is ouch. Phoenix Down: * large + small feathers. DPS kill feather in their quadrant (heals/tanks help). Kill the SMALL feathers only to make safe spots. * DPS marked again. Hit the closest dead bird with it. * bird tethers to DPS. Drag to safe spot. Kill it. Screams of the Damned, then shortly jump to middle. | Eternal Flame: DDR Time!! Spread to feather positions. Everyone gets a circle. Turn your character to face the same direction as your arrow. (On controller, I've found it helps to orient the camera top-down and with the arrows aligned up/down/left/right, instead of on diagonals) Two sets of orbs: 3 in the first, and 7 in the second. Decently fast. | Suzaku burns out the center of the arena. Don't fall in. Southron Star -- roomwide AoE. Push/Pull: * Mesmerizing Melody: pulls you in toward the center. * Ruthless Refrain: pushs you toward the edge. * adjust positioning as needed. Also anti-knockback work on both. Well of Flame: * column AoE at a player, plus 4 marked players then a stack on healer. * avoid column, spread out, then stack in. * MT -- do not stack with group; point Suzaku away from group. Phantom Flurry: * tankbuster with Vuln. 180-degree cleave + knockback afterward. * Swap on cast; everyone stay behind until the cleave. | Runes: * arena divided into 4 zones (different colors, different glyphs) * 2 lines of 8 glyphs lined up. Bird will move through the lines; related quadrant explodes. * Two patterns: 1234-1234 and 1234-4321 * Two possible exploding patterns: around or cross (e.g., N > S > E > W) Push/Pull Close-quarter Crescendo: * everyone tethered to an orb. Orb has an arrow. You will run the direction the arrow points for about half the distance of the arena. * Orb will float toward you. You can move around the arena to orient yourself better for the arrow. (I like to move so I'm running straight ahead with the arrow) * DO NOT SPRINT to positions, else you'll still be sprinting when mindjacked... Well of Flame Phantom Flurry (tank swap) Push/Pull + Runes (first line) Southron Star Runes (second line) Phantom Flurry (tank swap) Push/Pull Southron Star | Incandescent Interlude (meteors) + Ruthless Refrain (knockback) * 4 meteors + 4 marks. Meteors must be soaked by NON-marked players * boss will knock you back into meteor so pre-position for that (or can position w/ anti-knockback). Use Feather positions. * note: runes from here may go counter-clockwise. Pay attention. Well of Flame + Runes (4) Close-quarter Crescendo (arrow orbs) + Runes (4) * try to start in the 3rd or 4th and run toward the 1st or 2nd Push/Pull + Runes (4) Phantom Flurry (tank swap) + Runes (4) Southron Star Push/Pull Well of Flame Phantom Flurry (tank swap) Southron Star Push/Pull Southron Star Phantom Flurry depending on DPS, may be another double 8-rune set here Enrage (four same-colored tiles + line of sameorbs + long Southron Star cast) | Visual Guide (not me): https://docs.google.com/presentation/d/1SzdihJaEUaUAbPufEdYbfoXz2LmLmePQkprgZ-fbIBs/edit#slide=id.p | ||
23 | |||||||||
24 | Phase 1 | Phase 2 (Adds) | Phase 3 | Phase 3 (cont.) | Phase 3 (cont.) | ||||
25 | Seiryu EX | Markers: intercardinal (NW, NE, SE, SW) * assign 1 tank/healer + 1 DPS to each = Serpent Ascending * 1 & 2: E and W of center = Forbidden Arts + tank tethers -- everyone on xE intercardinal is 1; everyone on xW is 2 Fifth Element = raidwide Jump: horizontal image above the ground (note: no indicators now for the range). I like to tank him where he jumps. * dragon: get in ("drag in") * yin/yang: get out * NOTE: Jump is always to the furthest person, so can be baited Cursekeeper: followed by tankbuster -- swap during cast (keeps same target for curse) * if cursed tank takes ANY damage, that damage is reflected out to the raid, aka, WIPE. Must swap so that buster hits other tank. * tankbuster is an AOE. (former tank = avoid that! Tanks can position to NE and NW of boss; is far enough. Do not need to run off to the Hinterlands. Stay here. Is cool, bro.) | Summon Shiki: * red wheel (horns): get CLOSE (knockback) & point away from group (practice for final phase) * blue wheel: get FAR and everyone else stack (go S.) * tethers + line AoEs -- get back to middle; this helps point tethers so they're easy to get -- tanks go E/W between lines to intercept tether; take it to the edge and point away after lines hit, and USE COOLDOWNS -- tanks: for the NE/SW or SE/NW ogres -- stand between the lines closest to your ogre to better intercept tether + closer to wall * big & small adds -- explode on death for raidwide, so stagger kills for heals -- smalls, large, smalls, large, etc. -- large adds have Stoneskin. Silence this (tanks take Interject) -- (tanks seems to just grab all of these with no priority, though sometimes they'll call out a Silence order...) | Camera will be spun around; use mini-map to position. Sprint-swim back to center; avoid cones. Tank in middle as much as possible. SnekBoi not always cooperative. Sneks IMMEDIATELY. Get to their side of the arena (don't have to go to edge, though it helps if MT does so boss stays center after). * look either E or W. Sneks? Get over there. No Sneks? Get on other side. Swallow's Compass (SC) boss. Always alternates sides. Sneks + SC boss middle knockback -- handle the same as if Sneks alone; just don't hang out in center target zone (else dead) Forbidden Arts -- stack marker. Hits twice. (Only bebe Ahk Morn, cuz is not a dragon) Blazing Arimatama = Seiryu's attacks are all doubled now | Jump: now does both back to back, in order that he shows them Kuji-Kiri: Cross-hatch AoEs: does 1, then does another to fill in the blanks + Jump again Serpent Ascending: (similar to Suzaku's meteors) 1. all stack center to cluster ground AoEs 2. 4 markers (either tanks/healers or DPS). Spread out. (Do not hit unmarked.) 3. Unmarked players stand in the circles at the edges/markers (towers) Forbidden Arts: still hits twice BUT now you cannot be hit twice * targets healers for each hit, so split the group to each healer (ground marks 1 and 2) * useful to mark healers as 1 and 2 as well (helps with on-the-fly adjusting) * Seiryu will not always be back at center for this, so adjust Cursekeeper: now a back-to-back tank swap (so swap on cast, take buster, swap back on cast, take buster) * remember that buster is an AoE * can still do the NE/NW positions, and just wait there until everything resolves | Summon Shiki again + Seiryu * Ogre jumps + Seiryu Jump (both in/out) + tank tethers -- please bait to the middle. please. * wheels -- red = knockback, so watch edges (water is BAD) -- MT = take Seiryu S for stack tether * ground AoEs + player markers + cross AoEs + SC boss slams (lots) * Sneks + SC boss knockback * Jump + SC boss slams * Sneks + SC boss knockback + FORBIDDEN ARTS (healer stacks) Fifth Element Cursekeeper (double) Fifth Element Jump Serpent Ascending cross-AoEs Fifth Element Fifth Element x3 -- 3rd time (long cast) is ENRAGE | |||
26 |
A | B | C | D | E | F | G | ||
---|---|---|---|---|---|---|---|---|
1 | ShB EX Trials | Shadowbringers Extreme Trials | ||||||
2 | notes | Phase 1 | Adds | Phase 2 | ||||
3 | Titania Extreme | Tank in center. * Divination Rune -- huge cone tankbuster. She will always it cast at the target, no matter which way she faces while casting (so just avoid the tank) * Bright Sabbath -- roomwide AoE Phantom Rune (pre-adds is always out/in/in; after adds is random) * purple/fly up/sparkles -- get OUT * yellow/wings/circle overhead -- get IN Chain of Brambles -- DPS chained to tanks/healers; run opposite corners. DO NOT RUN TOO EARLY: breaking is based on total distance moved while chained (not distance apart) Water Rune -- 8 circles (cardinals around center + intercardinals in corners) * someone must stand in each puddle, else adds -- OT: if boss not centered for S puddle, Provoke/Shirk from S to align her * Flame Rune -- stack markers on healers. Stack half of group in 2 puddles (usually E/W) Transition to forest. Now you can fall off. Thunder Rune, aka Tethers ("This may tingle a bit!") * 6 total hits + lightning debuff; cannot get hit by 2 debuffs else dead * usual: OT takes first hit + invulns next 2, then 3 other players rotate through * NOTE: OT, stand in her hitbox to get it reliably Fae Light -- 3-hit tankbuster. Invuln. (Can also split-damage with OT and cooldowns.) * What's that tether? From MT to nearest player. Even if boss cleaves the whole raid with Fae Light, only the 2 tethered players will actually be hit. Growth Rune -- chains + floor-vines * run to open corners to break chains * DPS can sometimes make it back through the center without getting caught Frost Rune -- Shiva circles. Middle, then outsides. Find safe spot. * If can't find safe spot, sit in center to take only 1 hit | loooooong adds phase order: Mustard (E) > Puck (N) > Pease (W) -- both times First: * Puck & Pease require tanks (tankbusters); Mustard does not. Do not stack the adds. * all three use abilities constantly, so avoid * Mustard casts Whispering Wind -- will wipe if he's not dead before Second: "Bigger is better!" * Puck & Pease still auto-attack, so tanks get aggro before hitting Mustard. * They're bigger, so all their attacks are bigger too * Mustard -- spread first for giant AoEs, then stack for stack marker -- Whispering Wind damage based on his HP at cast end * Puck -- giant tentacle vines + chains + knockback from center -- vines will block opposite corners of the arena (tentacle-y side shows which way they'll slam -- chains same as Phase 1. Most groups (Aether) seem to do DPS south, H/T north (because they hate DPS uptime & my stacks, apparently) -- position in safe spot close to (not IN) blue knockback circle in the correct quadrant. Knockback will break the chains for you. -- immediate giant conal AoEs, so get to safe spot. (Sometimes the trees block your vision; try to rotate your camera to see the ground. Safe spots near the edges are usually not so safe... ...) -- after jumping back in -- 2 giant markers + stack marker -- take giant markers OUT, stack in middle. * Finish off Puck, then beat up Pease. May be multiple (on everyone?) giant markers followed by additional stack marker if DPS is low. Ultimate: Being Mortal * relatively short transition | Note: Phantom Rune order in this phase is random (though second one is always opposite of the first) Tricksy!: Water Rune + Phantom Rune * Phantom Rune resolves FIRST, so do that first, then move to Water Rune spots. Growth Rune + Flame Rune * Growth is either N/S or E/W, so will go through the center * Normal stack for Flame is E/W. If Growth is also E/W, rotate clockwise to N/S water circles. * Growth resolves first (arena divided), then Flame Fae Light Frost Rune Thunder Rune * usually awkward because she's off-center after Frost Rune -- she does move back center on her own first * would be better to eat the center Frost Rune for the positioning benefit here Growth Rune + chains back-to-back Phantom Rune (second is opposite from first) Bright Sabbath Divination Rune looooong Bright Sabbath cast = Enrage | ||||
4 | ||||||||
5 | Innocence Extreme | Righteous Bolt: tankbuster + tankswap required Shadowreaver -- raidwide (later will explode stars) Winged Reprobation: 3 basic versions (and then combinations) * two tethers -- take to opposite side of the arena; drop marker. -- can spawn North, South, East, West -- also opposites (like N and S at same time) -- shoots a line from start to marker. Then marker shoots E + W + "up" -- < ^ > -- want to avoid hitting party (and self) with any part of that * rotating AoE -- arena divided into sections, then the sections rotate around. Also large AoEs on 2 people. -- you have a brief window to run through the lines when they initially spawn. -- sometimes with tethers too -- rotates in the direction of the arc * narrow columns -- lots. Avoid. Sometimes with tethers too. Rightful Reprobation: boss shoots blue columns. * Loooong pause, then columns return and hit the opposite side as well. So wait for it, wait for it, wait for it... * Patterns: cone (then hourglass/bowtie) or "star" (cardinals + intercardinals both times) * can also have Winged tethers or columns at the same time Light Pillar: line stack marker -- important later Beautific Vision: boss jumps to one side, then charges down the center. Proximity based, so get to the edges. (Same as Normal, just no AoE indicator) * second half of Righteous Reprobation still resolving, so try not to run into those | Very short. Kill south, then east and west. * do not stack adds (tethers + defensive buff) * South -- no tank needed -- though DPS/healers be aware that it can move, so try to keep it away from the other two -- Scold's Bridle -- roomwide AoE. Second one is a wipe. * East and west have tank busters, so tank 'em | Starbirth -- huge "stars" in intercardinals * do not hit these with AoE markers (usually) = huge explosions, bad debuffs * certain boss mechanics (roomwide, charge) will naturally explode these; don't be there -- when Beautific Vision as well, stand in empty intercardinal * 2 AoE markers can be stacked safely on the same side (though opposites are better) Rightful Reprobation + God Ray = BAITED. (Ugh, I hate this one so much.) * He casts Rightful as a cone/hourglass and also puts down 3 wide cones in a circle with 3 tiny safes between them (cones start small, but will explode out to the wall) * Safe spots are usually a couple steps in the Rightful danger zone, so WAAAAAIT for it to re-hit before moving * seems good to hang out on known edge of Rightful and be ready to move 4 Starbirths -- no safe spots! * pull boss North as soon as he casts this (can also pull him into one star) * Winged Reprobation = columns -- there ARE safe areas North to keep attacking, so tanks/melee move there * Light Pillar -- we be sneaky -- stack on his butt but aim the pillar at the SW or SE star. It will explode, but group should be safe distance to avoid explosion * now move to that safe spot for Beautific Vision Enrage -- looooooong Beautific Vision (always jumps North) | ||||
6 | Phase 1 | Phase 2 -- Adds Phase | Phase 2 -- Bigger Add | Phase 3 | Phase 4 | |||
7 | ||||||||
8 | Hades's Elegy (Hades EX) | 2 tokens/ clear | convenient circles are convenient -- can be used for positioning & size of attacks Double -- boss buff; everything hits twice Shadowspread -- shoots narrow cones at each party member. Clock positions. * will shoot 2 to the same spot (even if you're not there) * dodge left/right after first hit to avoid second hit Bad Faith -- spike walls -- again, affected by Double * get on non-spikey side, then move to just-hit side to avoid invisible second hit Ravenous Assault -- AoE tankbuster; must be tank-swapped or can be invulned Either Arcane Utterance or Arcane Control: (other later) * Arcane Utterance = Doors. Will shoot lasers straight across arena. -- 1 side is blank, so no laser will shoot from that side. -- get OPPOSITE the BLANK (behind the center door) * Arcane Control = Orbs (one under boss). Will explode to size of floor circle. -- find the empty crease; stack there Broken Faith -- falling plates from Normal mode. Explode to floor circles. Avoid. -- typical PF strat is to stack in the center octagon area and just eat the center 2 vuln stacks. Opposite Arcane attack next Shadowspread > Bad Faith > Ravenous Assault (possibility of not seeing this or of only 1 hit depending on DPS. Tanks seem to have different ideas of when to swap.) Must get him to 10%, else ENRAGE (untargetable, you dead) | Nabriales' Shade * DPS -- tethered; adds will shoot cone at player. DO NOT HIT TANKS. -- cone goes off at same time as 2nd meteor, so can point at 1st, 3rd, or 4th * tanks -- meteor towers (use cooldowns!). Move clockwise. SPRINT. * healers = stack markers and tanks = AoE markers -- DPS split & stack with healers -- tanks stay out of stack * Quake III -- damage relative to his HP, so get him down Lahabrea's Shade and Igeyorhm's Shade * tank apart, else tether + buffs + bad things * Lahabrea spawns E, Igeyorhm spawns W, just off center * Fire Sphere/Blizzard Sphere: half raid gets Ice, half raid get Fire -- Ice can only attack Fire (Lahabrea); Fire can only attack Ice (Igeyorhm) * tanks may have to switch immediately based on debuff (1st is random!) * tethers: -- Ice from NW and SE; Fire from NE and SW -- cannot have same tether as debuff. AoE explosion. -- Fire tank (with Igeyorhm) goes NW & intercept that Ice tether -- Fire healer goes SE & intercept that tether (Ice) -- Ice tank (with Lahabrea) goes NE & intercept that Fire tether -- Ice healer goes SW & intercept that tether (Fire) * Fire IV/Blizzard IV -- tankbusters * Fire Sphere/Blizzard Sphere again -- element will switch; tank swap during cast * They do each have an Enrage cast; can kill them during it | Ascian Prime phase: Universal Manipulation: all the debuffs (always H/T vs. DPS): "DPS out"/Black Rose strat: https://imgur.com/Bav2vWQ (more detail: https://imgur.com/a/YGCNznh) -- max uptime, plus resolves all the debuffs without extra work -- tank/healers right at target ring, DPS behind -- heal tanks & healers to full to cleanse Doom -- DPS will be standing in 1 ring; get "killed" + knockback -- Everyone face outside for Shriek after knockbacks; DPS also Thunder AoEs Blight -- raidwide AoE -- get DPS healed up before! Height of Chaos -- AoE tankbuster (no swap) Megiddo Flame -- line stack markers on healers. Split into your groups. Shadow Flare -- raidwide AoE Ancient Eruption -- 3 circles that "chase" a player; move them away from party * CAN BE ON TANKS. (rude) Shadow Flare If not dead yet, then ENRAGE Shadow Flare (can kill him during this) | Giant Face-Punching Phase he takes his sweet time emoting before becoming targetable ("sorcerer of eld") Again the Majestic -- 4 tank comet towers (N/S). Cooldowns. (Slower fall than P1.) * also Captivity -- healer = jail. Healer go to E/W; avoid tank comets * DPS down the jail. Tanks can reach from inside edge of circles. Again the Martyr -- stacks on healer + ice AoEs on DPS + knockback from center * cannot Surecast/Arm's Length * stand in open space of center circle. Clock positions (tanks stack with healers). Again the Abyssal Celebrant -- boss gains Triple * Bident -- 3 things at once: -- Shadow Spread -- not targeted at players; hits specific cones 3 times -- Megido Flame -- healer line stack; hits 3 times; stack far NW and NE safe spot -- Nether Blast -- hits 2 furthest DPS; hits 3 times; leaves puddles; can be baited -- start at far edge and work inward with each puddle Dark Seal -- arena covered in circles that grow; either NW or NE is safe (side with 1 circle) Casts either one of these first, and then the other (rather quickly): * Poly (Polydegmon's Predation) -- sides hit with lasers; middle safe (under his nose) * Shadow Stream -- middle hit with lasers; sides safe Dark Seal -- repeats the above A little bit of time to get him to 30%, else ENRAGE (Titanmanchy) | Again the Giant Face-Punching Phase Life in Captivity -- Active Time Maneuver -- smash buttons Dark Current (Exoflares) -- AoEs that "march" across. Come from E and W. * party stand on same side for healing * stand outside first AoE, then dodge into it after hit. Next one hits behind you. Dodge back to starting spot after that one hits. -- forward and back and forward Gigantomanchy -- raidwide AoE Quadrastrike -- * 2 raidwide attacks (much heals) * 2 tank towers (must soak, else dead) * 1 final raidwide + Bleed Phase repeats from Dark Current. After repeat, slow-cast Gigantomanchy = Enrage. | |
9 | ||||||||
10 | Phase 1 | Phase 1 (cont.) | Phase 2 | Phase 2 (cont.) | ||||
11 | Ruby Weapon EX | Melee/Tanks -- cardinals Ranged/Healers -- intercardinals Also set groups 1 & 2 for stacks -- tanks: your "side" (E/W) for 1 & 2 is the comet you intercept in P2 (start same E/W) -- tanks: tip -- Focus Target the other tank Magitek Bit -- baited AoE Flexiclaw + Helicoclaw (3 curved lines + AoEs) * bait Magitek Bit away, then dodge to safe spots (see this post for image: https://www.reddit.com/r/ffxiv/comments/f6xrmy/how_to_keep_uptime_for_helicoclaw_aka_spiral/fi7oftd/) * repeat Magitek Bit, then Stamp = tank swap (50s debuff, so cannot invuln through it) * OT stay S and Provoke. Boss turns S anyway for next mechanic (and will not turn back). * note: some parties want tanks to swap positions, some don't; also some OTs go W? (weird) Flexiclaw + Ravensclaw (lines of earth) * tips explode! Melee stand on middle of long lines for safe spot; ranged stand max range behind short lines * Liquifaction OR Undermine -- both = players drop 3 AoEs (do not touch!). Drop them close (overlap is fine). -- Liquifaction -- all ground quicksand except earth lines. Stand on earth. -- stand at furthest point of earth; drop AoE, walk forward a bit, drop, etc. -- their initial marked area is BIGGER than the final spot; you have room -- short -- move left/right on the earth -- "no rotate" -- stay in your spot and handle long or short -- "rotate CW" -- melee on short, ranged on long; rotate clockwise if opposite -- Undermine -- AoE around earth areas; move CW to avoid -- move max to drop circles (can drop close to keep uptime) -- still drop them close together; can fit 3 people in one quadrant Ruby Ray -- column AoE -- wait for circles to disappear, then move. You have time. | Flexiclaw + Liquifaction (edges) * stand in the middle * little bit of nonsense, then jumps N for Ravensflight Ravensflight: * arrows show which way he'll go. Has a BIG BODY, so hug the very edges * after dash out of middle, goes S. Look at him. Claw L or R. * Will charge through middle & cleave claw-side. Avoid. * one more set of charges + swap quicksand to middle + middle charge + cleave claw-side. -- Safe spot spotting: if Quicksand marker is in front of you, run to south; if behind, run north: https://cdn.discordapp.com/attachments/668548783797436473/681664684604129313/ERNhUygUEAEBSaK.png Stamp = tank swap. Jump = Ruby Dynamics (Stacks) * will hit everything outside his hit box, so get IN and stack * Cut & Run + markers -- Ruby will walk through middle and hit anything -- stay on stack-side and cram together (don't overlap) along edge -- immediately jump to boss for proximity explosions Ruby Ray (sometimes hard to see because on wall) then jumps to middle Flexiclaw + Ravensclaw * Liquifaction or Undermine -- always OPPOSITE from previous repeats from Flexiclaw + Liquifaction above (this time is center, though) * Ravensflight -- middle starts quicksand; changes to solid;time to move Jumps to middle & starts casting = ENRAGE. KILL IT. * If he's in a movement phase, he will keep moving until he can jump to center | CHECKPOINT. If you wipe after this, you restart HERE. many groups intentionally wipe here to start with full cooldowns. walls are death boss is omni-directional (no positionals) Tanks -- both have stance on to start. (Adds come about 6 GCDs in) Negative Personae -- Adds -- blue (east) and red (west) * you get debuff: blue or red. Attack OPPOSITE add. * I remember it as: Red (debuff) hits Right (add) * tanks: keep 'em separated. * DPS get AoEs; don't hit the tank * adds: "Greater Memory" > Iron Chariot OR Lunar Dynamo -- can be same as each other or opposite (so need to dodge as if other side were Dynamo [large hit]) -- Chariot = get OUT (Chariots of Fire was about running) -- Dynamo = get IN (Dynamo is a Donut) -- either run to exactly S for Chariot or run straight N * tether on DPS -- stand between your add & the wall; let the thing hit the add -- DO NOT TOUCH THE HEADS. REPEAT: STAHP TOUCHING THEM. -- tanks: go N or S so DPS can have E/W * adds: Ruby Claw = multiple tankbusters. OUCH. * RUBY: "Change of Heart" -- adds will change colors; your debuff stays the same, so have to change add -- when adds cast "Greater Memory", tank-swap 'em. (Won't move while casting) -- watch for immediate Chariot/Dynamo after swap | Negative Aura = gaze attack = look away Meteor Mine * everyone marked with a # (1-8) * go max ranged at your clock position to drop meteor, then stack middle -- EXCEPT #8 -- come in closer (max melee is closest) so meteor can be distinguished * Ruby: Screech = knockback -- either let Screech knock you behind #8 OR use anti-knockback & position self behind -- Magitek Meteor -- hide behind #8 until it hits, then move away from #8 (explodes) Mark II Magitek Comet -- TANKS * marker starts E/W and moves counter-clockwise * helpful to have other tank as Focus Target in case you get mixed up after Meteors * pop all the cooldowns (invulns!) and stand in the last circle as soon as it spawns * tank is immobilized; everyone else kill the comets ASAP * markers on DPS -- Bradamante -- column AoE from boss through position -- do not hit tanks! * if comet hits the ground (tank misses or dies), you WILL wipe to next Dalamud fall Outrage -- raidwide; couple of times Meteor Stream -- on DPS, then on tanks/healers Outrage Enrage somewhere in here | |||
12 | ||||||||
13 | Memoria Misera EX | Due to IRL changes, I am no longer able to play EX trials so will not be writing down the strats for these. I recommend MizzTeq's guides, which are what I always used and then added my own observations from trying to tank these. | ||||||
14 | ||||||||
15 | Seat of Sacrifice EX | |||||||
16 | ||||||||
17 | Emerald Weapon EX | |||||||
18 |
A | B | C | D | E | F | G | H | I | J | ||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | ARR Raid | The Binding Coil of Bahamut Note: There is no "Normal/Story" version of Coil. It is all Savage level. This is why it is not in Raid Roulette. (Yes, there's also a Savage level, which is more like Ultimate) | |||||||||
2 | At 60 | The best way to do these now is to get to max level and then do them Unsynced. Mechanics mostly don't matter (except in T9 phase 1), and you'll have a lot more leeway if you mess up. Also, https://www.reddit.com/r/ffxiv/comments/3itgeo/the_heavensward_guide_to_coil/ | |||||||||
3 | The Binding Coil of Bahamut (BCoB), Turns 1-5 | ||||||||||
4 | Unlocking | ||||||||||
5 | After defeating Titan HM, speak to Urianger at the Waking Sands for the quest. | ||||||||||
6 | Notes | Notes | |||||||||
7 | Recommended iLevel: | ||||||||||
8 | Tomes: | Sol: 10, Poe: 5 (Turn 3 = 0 Tomestones) | |||||||||
9 | Gear Dropped: | iLv 90 armor & accessories (Turns 1-4); iLv 95 weapons (Turn 5) | |||||||||
10 | There are 5 "Turns", or sections, to the dungeon that are queued and completed separately. Only T5 is required to unlock 2nd Coil. | ||||||||||
11 | |||||||||||
12 | Turn 1 | Loot | ADS (Allagan Defense System) | on the way | Caduceus | ||||||
13 | iLv 70 | Tank -> Chest, Boots, Neck, Shield Caster -> Head, Ring Monk/Ninja -> Pants, Bracelets, Ring Dragoon -> Chest, Belt, Pants, Earrings Bard -> Gloves, Bracelets Healing -> Gloves, Earrings | * must destroy in 4 minutes; else group AoE/wipe * cannot be stunned, but can be Silenced * High Voltage attack -- huge AoE with Paralyze; can be removed by Esuna -- Silence this * Adds -- OT should grab -- adds will tether to ADS and increase health/buff | * current method is to "Sac pull" (sacrifice pull): ** one tank charges in first, using flash and tomahawk/shield lob to grab all the things and then backtracks towards the start ** DO NOT HEAL that tank. He will likely die, but that's cool. ** everyone else runs to the golem (make sure pets are either away or are on Steady, else they're go for the sac tank's stuff and drag the mob back); other tank pulls; burn it down fast ** get on golem platform -- out of range of previous trash, and the dead tank can take the shortcut and end up here Repeat for 2nd set. | With Echo, new way is to Heal through and not feed, so Stacks don't matter. Now: * avoid the glowing platforms so Slimes do not spawn * splits at 60%; OT grabs new spawn and drags to far side * note to DPS: let the OT get aggro and in position first. * DPS the 2 bosses down at the same rate; must die at around the same time. * boss has huge frontal cleave and huge tail swipe; however, he can't cleave when he's tail swiping -- so can have OT/DPS trigger tail swipe to prevent front cleave * random ground AoEs | Old Strategy: * gains stacking damage buffs. These can be reduced by "feeding" a Slime to it. However, it will heal the amount of the Slime's HP. * Platforms light up & spawn a Slime, with perma-aggro on nearest player. Cannot just kite, as Slimes have a group-wide AoE explode. Reduce Slime's HP to ~20% & drag it to the boss. * At around 60%, boss splits into 2 versions with 30% health. (**Make sure there are 0 stacks when he splits!!**) Both splits gain stacking damage buff. Both need to be fed weakened Slimes. Need to be tanked FAR apart, else they'll merge again. * DPS the 2 bosses down at the same rate; must die at around the same time. * boss has huge frontal cleave and huge tail swipe; however, he can't cleave when he's tail swiping -- so can have OT/DPS trigger tail swipe to prevent front cleave * random ground AoEs | |||||
14 | |||||||||||
15 | Turn 2 | Loot | ADS mini-bosses | ADS -- "Enrage" Method | |||||||
16 | iLv 73 | Tank -> Belt, Pants, Rings, Earrings Caster -> Body, Gloves, Boots, Bracelets Monk/Ninja -> Gloves, Earrings Dragoon -> Gloves, Necklace Bard -> Head, Earrings Healing -> Head, Boots, Necklace | * Time limit * 6 mini-bosses and 1 boss * is not possible to kill all the mini-bosses AND the boss in the time limit. So pick a path. * each mini-boss killed removes 1 ability from the boss, but also gives him an extra buff * left path is better for ... (one is for more magic DPS, I forget now) * right path is better for... * All ADS mini-bosses are similar: ** Frontal Cleave ** High Voltage -- same as Turn 1 -- SILENCE! ** Repelling Cannons -- same as Turn 1 + now debuffed tanks take extra damage. | * Bard helpful for constant Mage song * Do not engage initially; wait for timer to get down to 1 click, then wait an additional 30 seconds * tanks -- turn off stances after Enrage begins * ADS "enrages" -- does not do special attacks (e.g., Allagan Rot); only does room-wide AoEs ** initial design of this was to wipe the party, but with 3 healers (2 now with Echo), you can survive it while DPSing him down. And SE has actually congratulated players for figuring this method out * melee LB **after** Enrage starts (else might get him below 75%, and he'll Allagan Rot & you'll wipe) * everyone is a Melee -- stack together for the heals Healers: http://www.reddit.com/r/ffxiv/comments/2740mw/monday_megathread_060214_ask_your_gamerelated/chxgun8 * Keep Medica II up, and cast Medica to land just after the pulse * use Cure III if people aren't getting topped up to full between the above rotation and your co-healer(s) as it's more mana intensive, and generally not necessary. * If a single person is falling behind you should be able to squeeze in a Cure II between Medica casts (your 2nd might be a little later than normal, but it'll be in time to keep people up, and you can catch up later). * Swiftcast + Cure II/Medica can be useful if you're falling behind on a person or the group. * Benediction is handy on a single target as well. * Don't worry if the tank dies, just leave them on the ground. Your mana and time are better spent keeping the DPS up. | Old Strategy: Allagan Rot method: * Killing 3 ADS leaves boss with Ballast, Allagan Rot, & Gravity Well. * (Killing 4 removes Ballast, but requires well-geared & experienced team.) * Ballast (at 25% left) -- massive punting cone AoE with *small* safe spot behind ADS. * Gravity Well (at 50% left) -- ground AoE that gives 15s Heavy debuff. * Melee LB whenever available after <50%. *** ALLAGAN ROT *** (at 75% left) * initially cast on 1 player. * a Debuff that lasts 15s. At end of 15s, afflicted player with explode and cause party wipe. * Allagan Rot can be passed to someone else by walking up to them. Then you gain Immunity for 45s. Cannot get Rot again until Immunity expires. * Rot must be passed among players for ** the rest of the fight. ** * Best setup -- passing among 5 players. (Tanks NOT involved. 1 melee [2 if needed].) Best time to pass with 5 people: 4 or less seconds left on Rot. ** Stacking method -- pass through all Ranged so Immunity is active on everyone. Then Stack and stay together; Rot will auto-pass when Immunity is up on the next person in line. ** with extra melee -- have them trade in and out from range, passing Rot when they come back in. * Best to Number the players and then pass in that order | Tank -> Belt, Pants, Rings, Earrings Caster -> Body, Gloves, Boots, Bracelets Monk/Ninja -> Gloves, Earrings Dragoon -> Gloves, Necklace Bard -> Head, Earrings Healing -> Head, Boots, Necklace | |||||
17 | |||||||||||
18 | Turn 3 | Loot | iLv 70 | ||||||||
19 | no loot. (Technically, there is one chest. But is junk.) | * Jumping puzzle * Launch pad through the circle (Sonic!) ** step on the little circle closest to the Sonic-ring you're aiming for; this should light up the arrow in that direction ** step in the middle again to jump * Activate Silent Terminals | |||||||||
20 | |||||||||||
21 | Turn 4 | Loot | Phase 1 | Phase 2 | Phase 3 | Phase 4 | Phase 5 | Phase 6 | |||
22 | iLv 77 old/full method (because sometimes runs go badly) | Tank -> Gloves, Bracelets Caster -> Belt, Pants, Earrings Monk/Ninja -> Head, Belt, Boots, Necklace Dragoon -> Head, Ring Bard -> Chest, Boots, Necklace Healing -> Chest, Belt, Bracelets, Ring | * Bugs. Their attacks drain your HP to restore their own. * 1 Tank get them all. Everyone else DPS. Healers focus on OT. * kill all before the next phase starts. | * Knights and Soldiers spawn. Knights are immune to Magical attacks & will reflect those back on the caster. Soldiers have Stoneskin and are immune to Physical attacks until stoneskin broken w/ magical attacks * Physical -- kill Knights, then switch to Soldiers * Magic -- kill Soldiers * kill all adds before dealing with next phase * MT -- left/west (for next phase) * all healers & DPS move to wall behind MT before next phase | * Dreadnought #1. MT grab at spawn spot and face to center. * everyone else run behind dread. * bugs also spawn, but take too long to kill. They'll run to healers, but Dreadnought will eat them on the way (!) & will get damage x4 buff. * Then DPS the dreadnought down as much as possible before the next phase. | * Bugs & 2 Rooks. Rooks die first. Have point-blank, non-telegraphed frontal cone-- run behind to avoid * MT likely on Dreadnought still ** OT on bugs ** Bard on Rook; has unmarked frontal cone * everything needs to be dead before next phase; best to group them and AoE | * Dreadnought, Knight, Solder. * MT on Dreadnought; far north * Dreadnought first * OT -- Knight, Soldier * Physical -- Knight, then Soldier * Magic -- Soldier * kill Knight & Soldier before next phase, then hit Dreadnought | * Dreadnought, Soldier, Knight, 2 Rooks, & bugs * MT adds 2nd Dreadnought to Phase5 Dreadnought; new will get buffed from eating bugs. * OT -- adds * DPS the Rooks first (melee LB), then P5 Dreadnought. * Physical -- Knight * Magic -- Soldier * Then last Dreadnought -- lots of AoE damage incoming, so lots of AoE heals outgoing | (Leaving this method in because it's still useful to know for when things go off the rails, as they do) | ||
23 | new | * gather/AoE all bugs | * MT to W, OT to N * group the adds and burn * MT stay W | * Dread spawns W -- MT pick up * kill it * whoever gets aggro on bugs -- drag to Dread | * Bugs and Rooks -- * OT grab far ones, MT near; group them * AoE them down | * MT to N, grab Dread * OT to middle for Soldier + E for Knight | * MT stay N, grab Dread * OT to center for Knight + S Soldier * drag near last Dread to feed bugs * DPS on Rook first (LB maybe); could also group + caster LB * kill adds, then Dread | ||||
24 | |||||||||||
25 | Turn 5 | Phase 1 -- 100% - 85% | Phase 2 -- 85% - 55% | Phase 3 | Phase 4 -- 55% - 30% | Phase 5 -- 30% - 0% | |||||
26 | Loot | Fireballs/Conflagration | Divebombs | Twisters | |||||||
27 | iLv 82 | Tank -> Head, Weapon Caster -> Neck, Weapon Monk/Ninja -> Chest, Weapon Dragoon -> Boots, Bracelets, Weapon Bard -> Belt, Pants, Ring, Weapon Healing -> Pants, Weapon | * ALL -- Focus Target Twin NOW * OT -- pull Twintania & Scourges * MT -- taunt Twintania to position * adds have ground AoEs * once adds are dead, form groups: currently accepted method: off-tank and pets to one side, everyone else to other. On Fireball, affected person runs to OT position. (Old method was tank swap after every Death Sentence -- not necessary anymore) | * she drops Neurolink beneath her position. After Fireball, move to 2nd spot. * Fireball (red icon) -- hits for 12k damage, split among target & all nearby. Each person hit gives Twintania a buff, and we want her to have 4 stacks of the buff (so the next ability hits sooner), so 4 people share the hit. ** currently accepted method: off-tank and pets to one side, everyone else to other. On Fireball, affected person runs to OT position. * Immediately casts Conflagration (blue icon) -- targeted player must run underneath Twintania to the Neurolink. Conflagration should be DPS'ed by *everyone*. * She'll cast a Fireball *during* Conflagration -- targeted player should run into Conflagration, which resets timer on Conflagration. | * At 54%, she drops another Neurolink * Divebomb (green icon) -- targets one player; she Jumps, then swoops towards player's original (vertical) position. Must dodge. (Get in the pit, as close to the wall as possible -- she'll target the vertical position and will always "miss" because she's below the plane of the arena * 3 Divebombs, then new adds, Asclepius & 2 Hygeia ** tank them all in the pit ** Hygeia do AoE debuff when killed -- get it on Asclepius! Not on Party. ** 45s from new adds to next set of Divebombs ** Get both little snakes to ~50%, then focus on big * Divebombs again * New little snakes -- OT grabs; everyone meet in center * magic LB on all, then kill remaining Hygeia * now kill Asclepius * Tanks in first Neurolink. Everyone else in 2nd. | * Twintania opens with her Ultimate attack. Anyone not in a Neurolink dies. * OT -- Provoke Twin, then let MT Provoke back, to get 2nd on hate list. Dreads will not target you. * Twister -- targets 3 players. Instant KO if caught. As soon as she starts casting, start moving but stay away from other players. * You can be knocked back/killed by another player's Twister. * Dreadknight -- summoned to center. One player is stunned; Dreadknight moves to them, 1-hit KO. OT must pick up, and it must be killed before it reaches target. (Can Heavy it.) ** before it spawns, everyone, even melee, run away from center -- further distance for him to move. * Twisters spawn while Dreadknights out. -- so Focus Target Twin as soon as she first appears, so can see this. | * Twintania drops 3rd Neurolink. * All ranged & healers should stay near a Neurolink. OT goes to Neurolink under Twin. * Hatch -- orb that flies at targeted player (purple orbs spin around you when targeted). Instant KO if not standing in Neurolink. ** If OT is in 3rd Neurolink, should be targeted by all Hatch * Liquid Hell -- 5 in a row -- kite them along the edges; don't drop them on the party! (or between the party and the Neurolinks...) ** MT -- eat 2, Hallowed Ground, eat the rest, then move out of Liquid Hell's area ** If OT is targeted by Liquid Hell, has to move out of Neurolink, so be ready to jump into the nearest Neurolink when targeted by Hatch | ||||
28 | |||||||||||
29 | single tank | * Tank pulls all. Then keep aggro on Twin and (dragons-1) -- whichever the DPS are hitting, let it go. Let one go each time one is killed. This gives fewer things hitting you, which is less work on healers. * Twin alone -- pull to first Neurolink position. | * for soaking, probably best to have pets + highest HP member on one side, then run to them when hit. (the more people that get hit by Fireball, the faster the next Conflag blows up, so want minimum) * after she casts her first Fireball, then can start moving to second Neurolink spot (right near pit) | * Divebombs after 2nd Neurolink * tank the adds in the pit; little snakes to ~50%, then switch to big snake * Second Divebombs *grab second set of snakes; tank everything in center * mage LB * kill little snakes next to big snake to put debuff on big * then kill big * Everybody gets in a Neurolink. * Twin comes back for massive AoE attack | * watch Twin's cast bar for Twisters -- run away and do not retrace your own or anyone else's path (touch Twisters = blow up) * Dreadknights -- stuns one person & moves towards them; must kill before reaches (PLD stunning helps) * Order: Twister, Dread, Twister + Dread, | * tank in Neurolink; eats Hatch and any Liquid Hell | |||||
30 | |||||||||||
31 | The Second Binding Coil of Bahamut (SCoB), Turns 6-9 (Turns 1-4) | ||||||||||
32 | Unlocking | Unlocking | |||||||||
33 | After beating Turn 5, go back to the Waking Sands. * talk to Alisae and Uriangier * Go to Fallgourd Float | ||||||||||
34 | |||||||||||
35 | Turn 6 | minor trash beforehand -- kill the rock (around the corner) first, then the golems. Second group, new adds spawn as rock is going down. | |||||||||
36 | Turn 1 | Yes, the damage and mechanics have been majorly nerfed. However, the best strategy is to still follow the mechanics. Can't (entirely) just burn through it. | |||||||||
37 | Loot | Phase 1 | Phase 2 | Phase 3 | Phase 3 - strategy | ||||||
38 | Tank -> bracelets, head, boots Caster -> necklace, ring, boots Mnk/Nin -> earrings, belt, head Dragoon -> gloves, earrings Bard -> earrings, belt, boots Healing -> earrings, gloves, boots | * tank swap at 2 or 3 stacks * rest of group stays behind Raffie * Thorny Vine (tether) -- run apart to break * bulbs -- kill the ones in the center; let outside grow Devour (yellow flower mark) -- every other Thorny Vine Options: * marked player runs behind Raffie to the nearest new patch; everyone else in front * marked player runs in front of Raffie, everyone else behind; run back when flower disappears (single LoS) * marked player stays behind, everyone else to front; run front when flower disappears (party LoS) * marked player runs to one side of Raffie, everyone else to the other (triangle) | 70%: * same as Phase 1 + BLIGHTED BOUQUET: ** 1-shots anyone moving at all at end of cast (not necessarily a one-shot anymore, but still hurts) ** sheathe your weapon and stand there!! * Honey-Glazed -- debuff: ** Bee add -- kill ASAP -- Final Sting ** Blight still going on -- must stop ** player will KEEP debuff until dead or Devoured -- --- next time Devour is up, that player must purposely be eaten -- follow same mechanic as Phase 1, but player stays in the usual danger zone | 40%: * Leafstorm: ** AoE raid damage ** spawns 3 slugs * Acid Rain -- raid-wide AoE ** Acidic Honeys spawn -- cast cloud debuff that increases damage from Acid Rain * Swarm -- like Death Sentence ** can either tank swap or pop cooldowns * blue mark -- Laser! * damage split over all players hit * so group up, and be sure to break vines straight back | Burn Strat * LB the slugs * avoid big AoEs * Acidic Honeys spawn -- ignore & burn boss before 10 stacks of Acid Cloud (~2 min) Intended strat: * destroy 2 slugs, OT holds 3rd until Honeys * OT drags slug to Honeys; becomes Super Slug * destroy Super Slug * no Acid Rain extra damage b/c no Honeys | LOS strategy (different): http://www.reddit.com/r/ffxiv/comments/2m7lwl/a_guide_explaining_los_for_t6/ | |||||
39 | |||||||||||
40 | Turn 7 | trash waves first, but are not hard | |||||||||
41 | Turn 2 | Yes, the damage and mechanics have been majorly nerfed. However, the best strategy is to still follow the mechanics. Can't (entirely) just burn through it. | |||||||||
42 | Loot | throughout the entire fight | Phase 1 | Phase 2 | Phase 3 | ||||||
43 | Tank -> necklace, earrings, pants Caster -> bracelets, belt, head Mnk/Nin -> necklace, ring, chest Dragoon -> boots, necklace, ring Bard -> bracelets, gloves, head Healing -> bracelets, necklace, chest | Cursed Voice: * 5-9s debuff (VARIES PER PERSON) -- watch YOUR timer, not when everyone else's goes off * 3 targets: 1 tank, 1 healer, 1 DPS * at end, will shoot out a cone that Petrifies anything in front * DO NOT hit Melusine or non-Renaud adds: gives them a BUFF; too many buffs (even on adds) = wipe Cursed Shriek: * debuff, 1 target * will deal a roomwide petrification AoE _unless_ you're LoS from everything * hide behind frozen Renauds (outside hitbox); rest of party stacks in center to LoS Shriek Renauds: * purposely hit them with Cursed Voice to freeze * when spawned, will aggro on first person to damage them (cannot be provoked off); one-shot if reach target * usually a bard or healer to kite * often: pull to the side opposite Melusine, then have healer Voice them (kiter get out of the way!) * frozen Renauds die easily, so only need 1 up * they do unfreeze at some point | * tank her just west of N * hard frontal cleave * Circle of Flame -- hits ranged DDs with AoE, so don't stack with ranged * Circle Blade -- point-blank AoE on tanks/melee * MT -- be sure to leave enough room behind you that you can turn around on Voice without being in M's hitbox, else you'll hit her * 80% -- 4 adds in a row (N, W, E, S); mimic Melusine's attacks * OT pick up; drag back towards center-line to avoid Shriek * be sure to pull through as little of the middle as possible | * 60% -- 4 stationary archer adds ** star icon above your head: archers are targeting you. No big deal. ** on the two closest to Renauds -- watch out for Shriek while attacking * Purple Pain -- ground AoE that starts in the center, and moves out and in (center ring, middle ring, outer ring) ** small amount of damage if standing in; HUGE damage if it explodes while standing in ** MT drag M out of the outer ring then back to avoid ** melee watch for cleave while she's moving | * 35% -- last add -- Prosecutor * purple pain continues * Petrifaction: any player facing the add will be petrified, so turn away * melee LB when up (AFTER Petrifaction) * Once add is down, MELUSINE gets the Petrifaction ability * Poison Tail -- on a player -- does room-wide AoE damage: ESUNA/LEECH * enrage at 11 min | ||||||
44 | |||||||||||
45 | Turn 8 | trash first | |||||||||
46 | Turn 3 | Yes, the damage and mechanics have been majorly nerfed. However, the best strategy is to still follow the mechanics. Can't (entirely) just burn through it. | |||||||||
47 | Loot | Towers overview | Phase 1 | Phase 2 | Phase 3 | ||||||
48 | Tank -> belt, gloves, shield Caster -> chest, gloves Mnk/Nin -> bracelets, gloves, boots Dragoon -> head, pants, bracelets Bard -> necklace, ring, pants Healing -> ring, belt, head | * 4 towers: N, S, E, W * each tower has a specific set of abilities for the whole fight * tower active: +1 charge every 15s * tower at 5charges = does it's move * stepping in the tower's semicircle gives stacking 90s debuff (Nerfs mean I person can stack 2 and be fine) * if 2 towers reach +5 charge at the same time, WIPE. * Phase 1&2 -- two towers at a time * Phase 3 -- three towers at a time * W and S towers: -- defensive -- raid-wide AoE * N tower: -- Dreadnaught (same as T4); burn it down * E tower: -- 3 landmines randomly in area -- must be triggered, else will wipe the raid in 15s -- have knockback, so know where you'll land! | Throughout: * Diffusion Ray -- debuff * Homing Missile -- -- can peel off like snipers in Bray HM; -- splash damage, so move away from group * Gaseous Bomb -- red line from above -- targets random player -- damage is split, so stack --- Phase 1: * above abilities * first towers: N and W -- send 2 people into N (Dread) tower -- burn Dread, hopefully before W tower explodes * second towers: W and E -- send 2 people into E (mines) tower -- detonate mines, wait for W | * Until 35% or 7min * Brainjack -- mindcontrols tank to hit closest raid member -- assign one player to be the punching bag -- followed immediately by Homing Missle -- so logical to have Homing Missle player also be target * Ballistic Missiles -- 2 spawn at once, either S+S, L+L,or L+S -- each binds 1 player; add 1 or 2 more to survive -- small circle -- add 1 more to survive (2 total) -- large circle -- add 2 more to survive (3 total) -- stack! then S+S is handled; bonus person for L+L; bonus person just on the L for S+L Towers: * N + W (same as Phase 1) * W + E (same as Phase 1) * N + E (Dread + Landmines) -- 2 to Landmines | * at 35% or 7min * Allagan Field -- one player for 30s, then AoEs raid for double the damage that they took while affected -- e.g., wrap them in a special blanket and don't let them take damage! -- 10s break before next one -- consider: defensive towers will be up: try to push them in that 10s break (so Allagan Field affected players aren't hit) Towers: * W, S, E (2 Defensive + landmines) -- 2 to W, 1 to Landmines -- after Allagan Field, 1 more to W to trigger -- Landmines when they charge -- Allagan Field again -- tank to S to trigger * W, N, E (1 Def, Dread, Landmines) -- 3 to Dread, 1 to Landmines * then W, S, E again | ||||||
49 | |||||||||||
50 | Turn 9 | ||||||||||
51 | Turn 4 | Loot | Phase 1 | Phase 2 - 65% | Phase 3 | Phase 4 | |||||
52 | Tank -> ring, chest, weapon Caster -> earrings, pants, weapon Mnk/Nin -> pants, weapon Dragoon -> belt, chest, weapon Bard -> chest, weapon Healing -> pants, weapon | Stardust -- marks random player with red or yellow symbol -- drops meteor on their head when mark disappears -- move away after it disappears! -- meteors too close together (<8 yalms) = WIPE -- set a pattern, drop them that way -- can do end of "feathers" and directly in between, all around edges Ravensbeak -- boss disappears, then hits tank hard and applies a debuff -- debuff explodes in 12s, AOE damage to anyone close (melee stay max melee distance) -- can tank-swap between Raven's Beak for cooldowns (but whole thing can really be single-tanked now) Iron Chariot + Thermionic Beam -- spread to the outside to bait Iron Chariot -- once Chariot is cast, stack in center to spread Beam dmg -- Monks -- Shoulder Tackle to IC, then a skill, then out, then a skill, then chase back to keep stacks up Lunar Dynamo -- midrange (melee + max range is safe) -- heals Nael for each player + pet that is hit Meteor Stream -- marks 4 people with purple marks -- will slam into them and do AOE around them -- every other Meteor Stream will be a DOUBLE SET (Two Sets of marks, one after the other) | Green Marks -- similar to meteors, but drops a Golem -- drop away from meteors -- most groups drop in the center of the 3 inner circles Golem Colors = abilities GREEN (tank) -- Hard cleave (face away) -- kill first BLUE (whm) -- Magnetism = sucks anything nearby in -- interrupt Earthshock (non-dispellable Paralyze!) RED (Bard) -- Earthen Heart -- hard AOE + zone -- Heavy Strike 270-degree AOE After 30s, COLORS SWAP! Goal is to use Golems to clear/eat the meteors ** BUT -- if 1 Golem gets 4 meteors = SUPER GOLEM = WIPE ** Also if 2 Golems get too close together = SUPER GOLEM = WIPE ** can't outgear the wipe After 65s, new meteors -- need all phase 1 meteors cleared before -- these meteors sequentially mark 6 players -- solution -- group and run to drop points (so no matter who is targeted, it goes where you want it) Golem phase again -- same as before | Nael jumps -- prepare for Megaflare/ Heavensfall -- MT away from group initially -- rest stack (not in center) -- Adlo, Stoneskin, Soil -- Nael drops on Tank at the same time a massive pillar lands in the center; knocks back party -- avoid the yellow ground marks Add -- Ghost of Mercydia -- huge AoE explosion on death -- Binding Chain -- targeted party member will die if the cast finishes -- Burn Add to 50% ASAP (only casts Chain in top 50%) Add dead -- -- 3 small white circles spawn around arena -- players with Garrotes run in to circles to clear -- circle despawn quickly 2nd Heavensfall -- now with Super Nova (black hole AoE) -- sucks in nearby players + gives Heavy If needed -- melee LB here to push phase/avoid 2nd add | <47% (well that's random) Bahamut's Favor -- stacking debuff that increases Nael's damage -- works as Soft Enrage Bahamut's Claw: 5 fast HARD hits on the tank Divebombs: -- 3 dragons in 1 of 3 set patterns -- 2 dragons dive first, then 1 dragon dives Iceclaw/Icebitten: -- casts sequentially through party -- You will be killed by next Ice -- can only be removed by Fire Fireball/Firescorched: -- yellow line on player; AoE incoming -- You will be killed by next Fire -- can only be removed by Ice ODD fireballs OUT EVEN fireballs IN Thunderstrike: -- paralyzes player & anyone near -- must move out of group (usually behind Nael -- still need melee range b/c of Lunar Dynamo) | ALSO IN PHASE 4: -- Lunar Dynamo (now hits everywhere EXCEPT melee) -- Iron Chariot (now a point-blank AoE on MT) -- Thermionic Beam -- Super Nova (x3 at a time -- stay away until 2 are out) -- Meteor Streams -- Divebombs Divebombs -- bait divebombs to outer edges: dragons dive in a straight line from initial position to mark -- so want to cover as little a slice of the arena as possible -- two dragons in first dive (marker is between), one dragon in second (marker is just to one side) -- basically, you want the dragons in and out of the arena as quickly as possible, so make them turn their heads, see the mark, dive, and then the edge is right there so they're gone -- set marks during Bahamut's Favor 1st set: -- double-meteor stream, so stay apart 2nd set: -- Lunar Dynamo after second dive, so stack Cycle repeats for remaining | https://www.youtube.com/watch?v=Zmqln3lIN24#t=659 http://solitude.guildwork.com/_/turn-9-guide Order: Fire OUT Thunder Lunar Dynamo Fire IN Thunder Fire OUT Thunder Chariot Super Nova Thermionic Fire IN Thunder (see T9 phase 4 timing tab) It's a well-coordinated dance -- there's a Fire IN right after stacking for Lunar Dynamo; there's a Fire OUT right before needing to spread anyway for Iron Chariot/Super Nova, then a stack for Thermionic right before a Fire IN. The main thing to watch for is Thunder, and to coordinate that person's movements around the other mechanics. | ||||
53 | |||||||||||
54 | The Final Binding Coil of Bahamut (FCoB), Turns 10-13 (Turns 1-4) | ||||||||||
55 | |||||||||||
56 | Unlocking | Unlocking | |||||||||
57 | After beating Turn 9, go back to the Waking Sands. * talk to Alisae and Uriangier * bounce around talking to people * end up in Northern Thanalan, Ceruleum Processing Plant | ||||||||||
58 | |||||||||||
59 | Turn 10 | trash If you have a ninja (actual job or just sneaksy person), they can sneak through to trigger the shortcut for the rest of the party | |||||||||
60 | Loot | Phase 1 | Phase 2 - 85% | Phase 3 | Phase 4 -- 55% | Phase 5 | |||||
61 | Tank -> bracelets, ring, boots Caster -> necklace, ring, head Mnk -> necklace (Slaying), head, belt Nin -> head, boots, belt earrings (Aiming) Dragoon -> necklace (Slaying), belt, gloves, Bard -> earrings (Aiming), gloves, belt Healing -> earrings, head, shoes | * Rings around the arena will become electified throughout fight (Electrocharge) * Electric Charge -- a stack on boss given when mechanics aren't done right or someone dies * Frontal Cone (Crackle Hiss), tail cone (Spike Flail), + tank buster (Critical Rip) * Tank at the N. edge of the innermost circle * Prey -- red dot -- target needs Stoneskin or Adlo (not Succor) ASAP -- if not shielded, when Prey explodes, target takes damage + Paralyze, + AoE * Wild Charge -- blue dot -- target run behind boss (edge of inner circle) -- target will first explode with small AoE -- do not stand in this! -- 3 people must be stacked between boss & target -- OT closest, then 2 others -- boss drops big electric circle just before Charge -- don't stand in -- massive damage -- immediately flips to MT and does Crackle Hiss, so everyone else needs to slide down as the boss charges to avoid cone Electrocharge | Boss immune Adds: * 2 Sons and 2 Daughters * Each tank picks up 1 of each * adds get bonuses if same type are near each other * Sons: Crackle Hiss and Spike Flail, and Electric Poo circle * Daughters: Prey (so kill first) * must be turned so that their bodies (and therefore, their abilities) are parallel, creating safe zones for party * kill Daughter/Son in one group, then Daughter/Son in second Boss no longer immune * beat him up * He's been building Electric Charge stacks this whole time; this continues * casts Electric Burst -- damage proportional to stacks * 14+ stacks = probably kills everything except tanks | * All same abilities plus: * Heat Lightning -- randomly hits 3 players -- Vulnerability debuff -- also small AoE damage * Wild Charge + Heat Lightning: -- players with Vulnerability CANNOT stack to absorb Wild Charge -- they will die -- if OT has Vulnerability, must Tank Swap (note: run around the Electric Poo, not through it. Both tanks, RIP.) Cycles between HL and WC+HL Electrocharge | Boss Immune Adds: * 2 sons and 2 Daughters * start same as Phase 2 * BUT -- 1 more Son and 1 more Daughter incoming * Caster LB3 on all adds immediately * Alternatives: -- kill Daughter from one tank and Son from other tank; then tanks each pick up the missing one --** kill one tank's adds, then that tank picks up both new adds ** * Still kill in order: Daughter/Son (because of Prey) Boss no longer immune * beat him up * He's been building Electric Charge stacks this whole time; this continues * casts Electric Burst -- damage proportional to stacks * 14+ stacks = kills everything except tanks | * New: Electric Surge -- roomwide AoE -- randomly (?) -- also anytime someone dies or mechanics are ignored (e.g., Prey not shielded) * New: Cyclonic Chaos (Tether) -- 1 player targeted; 2 others must stack with them to spread damage -- CANNOT be anyone with Vulnerability debuff Things start to happen at once: * Heat Lightning + Tether -- same as Phase 3 -- only those without debuff stack * Heat Lightning + Wild Charge -- same as Phase 3 -- only those without debuff stack * Tether + Wild Charge -- -- 2 teams -- one handles Tether, one handles Charge -- one idea -- melee always Tether (with ranged as backups for each melee); Ranged + Tank always Charge (with ranged as backups for each healer) * Prey/Critical Rip still happens between (Note: every other will be HL + Tether; one of the two Charge combos will be randomly selected after -- so similar to Shiva EX final phase, with Bow > (Sword/Shield)) | Tether + Wild Charge: -- mark melee 1 & 2, mark ranged chain 1 & 2 -- Tether -- melee soak -- if 1 or 2 doesn't move to tether (has WC), backup moves in -- Tether -- melee marked -- backup moves in for that # also an option -- Tether to one side, Charge still down the middle -- to give everyone more time to react | ||||
62 | |||||||||||
63 | Turn 11 | Trash: physical left, magic right | |||||||||
64 | Loot | Phase 1 | Phase 2 - 60% | Phase 3 | |||||||
65 | Tank -> necklace, earrings, gloves Caster -> belt, gloves, body, boots Mnk -> ring (Slaying), boots, gloves Nin -> head (bracelet (Aiming), necklace (Aiming) Dragoon -> ring (Slaying), head, body Bard -> bracelet (Aiming), necklace (Aiming), boots Healing -> belt, bracelet, pants | * Tank boss in center -- attacks are ALL cleaves, so never move in front of boss * Resonance -- damage split by targets -- so double tanks in front * Nerve Gas -- 3 huge AoEs, random order -- small cone towards tanks -- two half-arena zones tangent to the small cones' edges -- stack behind boss to move quickly * Barofield -- void zone beneath her -- stepping in adds a Vulnerability debuff AND a Heavy (cannot be dispelled) * Missiles: always both -- red line first -- STACK; then spread -- else spread, then stack -- the spread missiles can be seen launching if you have horizon/edge in view * Secondary Head -- will stun the MT, then start casting -- Tank Swap DURING cast -- then hits original MT with debuff -- then Primary Head on current MT -- huge tank crunch -- if it hits the tank with the debuff, they will die | * Center is death, so GTFO * 3 adds -- must be kept away from each other -- Egg moves randomly and can't be tanked, so drag other adds counter-clockwise away from it -- tanks pick up the other two * random column AoEs all over * Sphere & Cube need to be destroyed at the same time (within 5s), else the surviving one merges with Egg and you wipe * Sphere (Weapons Node) -- Repelling Cannons - damage needs to be split between the tank and the melee -- has 3x HP as the Cube -- reduced magic damage (so use physical) * Cube (Gravity Node) -- Gravity well on random players; move out -- reduced physical damage (so use magical) * Egg (Electric Node) -- immune to damage unless you're in melee range -- Forked Lightning on random player (think T9 Lightning) -- get away from other people Once Sphere and Cube both dead, kill the Egg ASAP -- 2.5 min from adds spawn to phase change OR 15s from death of Egg -- continue to watch for Lightning | 1. The other adds from Phase 2 explode (avoid) 2. Nerve Cloud -- roomwide AoE that hits HARD -- have everything up to mitigate -- get Dragon Kick and Storm's Path up; Virus -- and/or -- use Tank LB 3. Boss has Egg buff now -- only vulnerable in melee range Boss attacks are still ALL CLEAVES Tethers: * pair must stay together * sets of pairs must stay AWAY from each other * if one tethered player dies, their partner instantly dies * at least 90 degrees (around boss) from each other -- best to stay 180 (opposite side) from other pair * Tethers eventually run out; new ones formed Nerve Gas: * now targets random player with small cone, then does the same set of half-arena zones tangent to original cone * remember to doge WITH your tether and AWAY from the other pair * general: on cone, dodge clockwise; others, dodge just to nearest edge Missiles: * tethered pairs don't move -- untethered move in to pair to split the damage * separate for missiles, but not too far from tethered partner Nerve Cloud: * every other Secondary Head * not as bad as phase transition NC, but still keep up all mitigation | For tethers: * We put up two waymarks - A (bc is red) and C (bc is blue) * match your tether to the color: (blue to blue) and (red to Christmas) | ||||||
66 | |||||||||||
67 | Turn 12 | no trash | |||||||||
68 | Loot | Phase 1 | Phase 2 -- 80% | Phase 3 -- 52% | Phase 4 -- rest | ||||||
69 | Tank -> head, pants, belt, shield Caster -> bracelet, earrings Mnk -> bracelet (Slaying), earrings (Slaying), body Nin -> earrings (Slaying), ring (Aiming), pants Dragoon -> bracelet (Slaying), earrings (Slaying), boots Bard -> ring (Aiming), pants, head Healing -> necklace, ring, gloves | * Tank in center * Tank swap after Revelation (not immediate, but before next Revelation) ** in P1, Revelation shortly after Bennu spawn Bennu -- tank and position; burn ASAP * position of Bennu in P1 & P2 is in prep for P3 * hit HARD * buff Phoenix if left alive too long * must be positioned away from other Bennu death spots and away from North (where Phoenix will go during P3 -- else they'll give Phoenix stacks) * positioning not too strict =as long as= they are far enough apart * Bennus spawn every 60s Blackfire/Whitefire * starts almost immediately * 1 DPS, 1 healer, and OT targeted (so stack in groups: OT, healers, DPS) * First cast: drops Blackfire on floor -- works like a mine (step in area triggers AoE explosion with Vulnerability debuff) * if placed too closely, will link and auto-explode * SAME PLAYERS then get Whitefire * need to position AoE of Whitefire (it pulses) over Blackfire location * after Black/Whitefire have both gone out -- destroy the Blackfires (DoTs/AoEs should be sufficient) * 2 DPS on boss ALL THE TIME. Other 2 on Blackfires (if needed) & Bennus. Order: Bennu > Revelation > Blackfire > Whitefire > Tank Swap > Repeat | Brand of Purgatory * targets a ranged DPS/healer with green or purple debuff (same behavior) * Phoenix will cast Flames of Unforgiveness on branded player * player will die if still targeted when Flames finishes * Pass the debuff: -- run through the affected player -- 4-5k damage per person -- original marked player hit with Flames for 3-4k damage -- therefore -- original needs to be healed up to over 4k damage min * now any two players pass Brand back and forth during Flames Bluefire * initially a large AoE drop that gives debuff/heavy * turns into small blue patch * cannot be to close to boss, or he absorbs it Redfire * giant fireball chained to player * will explode if it reaches them and debuff entire raid To handle: * Have a player step into Bluefire during Redfire cast * player gets a debuff from Bluefire, runs up to Redfire, and stands in the way of the fireball * Could also have the Redfire player run to Bluefire and then kamikaze Redfire * Bluefire debuff reduces damage and healing of affected player, so try not to keep it up too long Order: Brand > Bluefire > Flames (Brand swap) > Redfire -- repeat to 52% Still have Bennu and Revelation (every 2nd Redfire) | Add Phase Phoenix invulnerable; casts Chains of Rebirth **continues until all Bennus are dead for reals** Chains of Rebirth * roomwide AoE + stacking buff on boss (increases dmg of next Rebirth) -- want to limit to less than 13 stacks by end * revives all dead Bennus -- revived Bennus will aggro on the last person who had #1 enmity -- Bennus must still be killed away from each other (though the pack is following the tanks around) -- mark and kill in order/place -- move after killing a Bennu -- reviving Bennus will buff all Bennus in range * Once a Bennu is killed here, it will be revived AGAIN with the next Rebirth as a Big Bennu * Kill Big Bennus ASAP -- Bennu is dead for realsies after this, so can kill a Big Bennu and then a small Bennu at the same spot -- Movement strats -- either move the group back and forth between the middle & one side spot -OR- drag the pack around the outer circle * after first Big Bennu -- Mage LB -- then focus on Big * Stagger little Bennu deaths between Rebirth casts -- should mean only 1 Big Bennu up at a time * Separate Big Bennus -- they buff each other * Mr Happy strat -- mark Bennus for kill order -- kill small #1, then big #1. then small #2, big #2, etc. | Brand of Purgatory * targets random player -- immediately dump it on MT * tanks will swap Brand during Flames while also doing tank swap because of the timing (and to free up the healers) -- Revelation is still happening as normal Fountain of Fire * targets random player; large AoE pool * Fountains casts 8 buffs on the boss (this is bad) -- loses 1/8 of its HP for each buff (either on boss or on player) * have a player stand in the Fountain to intercept the buff * OT = first 4 stacks * 2 DPS = 2 stacks each -or- ranged = 2 stacks, 1 healer = 2 stack (leave melee on boss) * (Echo means that DPS/heals can take 3 stacks now) * Note that groups taking stacks will need to switch every Fountain because will still have first stacks * can bring boss right next to Fountain, so anyone in Fountain can still DPS (though if using ranged/healers, don't really need to) Right after OT finishes soaking Fountain, Flames will start casting, so time for tank/brand swap Pinions (not Penguins, PIN-YUNS) * Tethers to one player -- column damage to player's spot * Physical damage to the player; Magical damage to anyone else it hits * Pick a spot so that you aren't rushing pinions over other people Flames of Rebirth * room AoE + stacking buff on boss (soft enrage) * every second Rebirth: Plumes spawn randomly AND Pinions go out, too -- dodge but don't kill each other (also, avoid the tanks -- one has Brand) New: Boss gets additional stack for each death... and more stacks for the longer that they are dead. So, clearly, DO NOT DIE. (simple, right?) | THE CUTSCENE THAT EXPLAINS EVERYTHING. | |||||
70 | |||||||||||
71 | Turn 13 | ||||||||||
72 | i123 | Loot | Phase 1 | Phase 2 -- 76% | Phase 3 -- 52% | Phase 3 -- continued | Phase 4 | Akh Morn Rotation | |||
73 | Tank -> weapon, body Caster -> weapon, pants Mnk -> weapon, pants Nin -> weapon, body Dragoon -> weapon, pants Bard -> weapon, body Healing -> weapon, body | * Melee LB1 as soon as you can to let it build up to LB3 by P4 (not really needed anymore with gear+Echo) * Tank B. in the South * Flare Breath -- tank attack * Megaflare -- 3 things in quick succession: -- Ground AoE on 3-4 players (spread) -- dodge out of the big circles, but not near anyone else because: -- AoE Splash on 3-4 players (spread) -- if you have the little marks, move to A now -- marks on 2-4 players -- STACK OR DIE -- stack on the mark * Flatten -- high tank damage + **3** Flare Breath * Earthshaker -- 2 players marked -- 1 - straight-line damage between B. and mark -- 2 - rapid-drop 3 puddles of poo -- puddles last a long time, so place them well - drops immediately when B. rears up/cloud of dust explodes on spot - move now | GIGAFLARE * high-damage raid-wide AOE -- get up all the mitgation Adds -- Shadow of Mercydia * 3, on timers: N, SW, SE * tank away from B. * pull the 2nd and 3rd more north, else they'll tether to and buff B. * kill ASAP * WHM -- DO NOT HEAL until the OT has very solid hate on this add. Adds are just looking for an excuse to eat your face. Flare Star -- Tethers/Orbs * tether to player(s) and move towards them. Debuff stack (Suffocated Will) + damage on contact. * damage greater with more stacks * non-tanks -- 2 stacks MAX * could all tether on the same player, so others need to intercept * repeats 3times during single add phase Flatten, Flare Breath, & Megaflare continues * Flatten + 1 Flare Breath * Megaflare NEW -- Pillar -- appears on a player; at least one player stand in until its gone (else bleeding debuff on raid and probably wipe) Rage of Bahamut -- after Megaflare * raid-wide AoE based on Suffocated Will stacks After Rage, 2nd Add spawns Repeat above until Rage + 3rd Add --- There's an alternate strategy where you move the BOSS instead of the adds. My group doesn't do it that way, but I presume you move him to the opposite side from the add spawn. | GIGAFLARE * mitigate, mitigate, mitigate Divebombs -- * B. appears somewhere and marks one player (red orb) -- will dive straight from his spot to where the mark appeared * Twin appears random place and marks one player (green orb) -- will dive straight from her spot to where the mark appeared * Stack in center to bait both to go straight through the middle -- personal positioning after * move as soon as Twin's green mark appears ("Green means go!") * run to your spot -- look forward and backward for Twin; dodge as needed * go to the safe zones -- best to split raid in half for dodging to the 2 zones so you're ready for next: Megaflare immediately after -- spread for circles & splash; marked stack in center Adds -- Blood and Pain * pull Pain to West * DPS on Blood -- has either Magic or Physical Stoneskin -- only hit if it's opposite from you * then "No, to the pain!" Adds Part Deux -- Gusts * absorbed by Pain = more pain * Keep the Pain separated. Kill Pain, then kill Gusts (can be left up longer; don't hit hard. If Monk, just to keep stacks up) Adds Part Three -- Sin * one tank each, stack in middle * Evil Eye -- damage on random player; proporitional to Sin's health. DPS ASAP. Divebombs + Megaflare again. | Moar Adds: Twin > Gusts > Blood > Sin > Pain * Twin: Plummet > Death Sentence > Plummet > Plummet > DS * one tank takes to S. Also gets Gusts (be ready to AoE aggro when they spawn) * other tank takes other adds. Initially keep near Twin for damage on all. * when Pain spawns, drag away from Twin & Gusts (Blood & Sin should be dead by then) * kill Twin, kill Gusts, work on Pain * Twin drops massive neurolink. Use to survive ultimate -- so she must die before then * B. reappears with Divebombs (single set, since Twin is dead) -- stack in center to bait. 3 seconds, then run. -- Megaflare again -- Pain may still alive, so still be DPSing until it's dead | TERAFLARE * stand in Neurolink or dead * Tank LB3 as well at 5s Akh Morn * hard hit on primary target and nearby players * extra hit each time it's cast * 5 Akh Morns, then Enrage Tempest Wing (tether + Twister) * players tethered during Megaflare and Earthshakers * spawns giant twister, with high damage plus AoE knockback * tank intercept tethers and move away from group (stick it in front of Bahamut) Megaflare plus Tether * can have 2 Pillars now * If you don't have Megaflare lines, watch for Towers and jump in them Earthshaker + Tether * puddles last twice as long, so layer them as tightly as possible * when first set disappears, second set still out -- then third set needs to be dropped still * Flare Breathe immediately after Earthshaker -- if MT takes tether, LOTS OF DAMAGE on MT GIGAFLARE * stack for heals. Mitigate all the things! Repeat until dead (either you or the boss) After 5th Ahk Morn: Gigaflare (Enrage). If he's not dead by the end of the cast, you're dead. | 1st: CDs 2nd: Holmgang/Hallowed 3rd: CDs 4th: Holmgang/Hallowed 5th: ALL THE THINGS | ||||
74 |