Dungeon Guide
Dungeon Guide
Dungeon Guide
Shisui of * When he attacks a player, kill the leg * use the boxes to avoid Seduce
* adds tether to player; kill adds
* double pulls first * DPS marked -- "chaser" strikes like Scathach
the Violet 63
* last pull has bonus pop-ups * an add as well
* double pulls
add phase or Cloud of Darkness; run around
* random exploding fish * kill Churn, then avoid the last spot that moved
* turn away on gaze
Tides * mark -- drop puddle the outside until it stops.
* can't fall off
* dodge the lasers
* single packs seem like the * Take tether far away * no boss, just mechanics * kill adds; watch for boss to charge across
Bardam's better option throughout -- some guides say "to a pack of * everyone pick a slice for the first few * you can kill him before the wings phase (usually
65 (definitely do NOT triple-pull. animals", some say just distance * gated by gavels * as long as 1 person passes each, seems fine * Temple of Doom action requires LB)
Mettle It ends badly. No one has * watch the roaming coeurl; large cone * final one: look for the rock that doesn't get * Wings phase: kill the wings, duh
enough cooldowns for that.) toward the center hit with the cross-pattern -- orange markers: slide in between the markers on
the outside
-- green/white marker: knockback
This guy
* lines will grow, then do knockback when
(Story * can avoid Chainsaw
* most of the trash hits rather * avoid the laser lines touched * trash still hits hard, and
67 * trash hits hard * take the marker far away
Spoiler) hard * dodge the orbs floating across * stack with stack marker there's always more
* can "pop" the laser lines if needed (knockback)
* stand on towers
* avoid saw lines; some are diagonals
* stand in towers
* then: three circles with different elements
(fire, ice, lightning)
* Ketu Slash -- tank buster
-- He'll get a buff for one; you need same
* kill the add that spawns at the entrance
(Story 69 * hits hard
* kill the adds, then use the guns to hit * kill the pods before they -- So drag him into that same circle, and
* train trash * avoid the AoEs and proximity markers
Spoiler) him before he charges open everyone stand in it to get the buff. (He'll
* destroy tethered adds before they reach their
also say the other two in his text bubble.)
target
-- No buff = big damage + knockback.
-- do not have to remain in the puddle after
getting the buff
SB Trials These are also in the Trials Roulette
notes Phase 1 Phase 2 -- "Nails" Phase Phase 3
******** Listen to Susano ********
He usually tells you which mechanic is next with his audio cues * Stormsplitter -- tankbuster (giant cleave, actually, so don't
* tank needs to click on the "Sword Shadow", then click button
Pool of -------------------------------------------------------------------------
* party in center to DPS the sword
stack)
* AoE circles * Gaols ("Earth and Stone at our beck and call!")
Tribute lv 63
* Orange marker -- knockback + stack
* OT can pop bubbles (NE, then clockwise)
-- one person sealed, but extra stones -- destroy the right one
* repeat
(Susano) -- sometimes with very small column of safe zone ("The seas
* stay out of the center on Ultimate
(should be last on the enemy list)
part for we alone!") * mechanics from the first phase
* Clouds -- bait the large column away from the group
Like Stone Vigil HM final boss: watch the boss' animations to see
what he'll do. Attacks can be in any order.
* SKIP SOAR!!! oh wait... * get away from the pulsing AoE; leaves sludge behind
* avoid lasers * more rude trash
Fractal * when the bits line up, they'll do a
* hard tankbuster * don't stack markers
* ugh, all the rude * Sophia: partner up * Srsly, I'm done with * non-marked point-blank AoE
Continuum trash mobs
1/2 room attack (run behind before (also, who are all
* Zurvan: soak same-color comets, then stack Minotaurs, SE * Light Pillar -- starts in center, then circles move to edges
the floor AoE forms) these guys on the
HM * Allagan Gravity -- pulls you in. floor?)
* Sephirot: markers that will grow into BIG * "get away" arrows on tank = get away
ground markers. Leave yourself some space. * He does have an Enrage! Always starts at 5%. Keeell eeeet.
(Push is at 44%)
Phase 1
Phase 1 Phase 1 (cont.) Intermission Phase 2 Phase 2 (cont.)
Add: TANK LB3 strat
-- OT picks up. IGNORE IT otherwise. (Do heal the OT, though!)
Waymarks A, B, C (big triangle; Phase 3) New mechanics, plus Phase 1 basically repeating **at the same time**
-- OT out for Flare; everyone in for Dynamo.
Assign non-tanks to 2 stacks (see State of Shock below) So look for all those same mechanics while dodging new stuff
Add: -- Add casts 2 column attacks at party members, with another Dynamo in
* has a tankbuster, plus hits HARD. OT pick up. Use cooldowns. between.
Storm Pulse -- roomwide AoE. (Later he does 2.) State of Shock
-- OT tip: when Byakko jumps & talks, follow & hit him with your #1 -- Add jumps to center to cast. IGNORE IT.
Heavenly Strike -- tankbuster. It's a cleave, too. -- immediately after 2nd toss, does "Sweep the Leg (Johnny)" -- unmarked 270
move, so #2 aggro move is ready for add -- At about 80-90% of the add's cast (I do it around the "U" on his enemy list
degree attack + knockback. (same as Normal, but is marked there)
* crosshair markers = incoming Bleed puddles. Drop them somewhere castbar) TANK LB3. You live.
State of Shock -- cast bar -- stack on his butt
safe. Uh, so... dodging. And... that's it. Position your camera down to see
* At end, will grab #1 aggro target and also create a "stack here"
-- the Bleed can be Esuna'd, but is a big DoT. Do not want. them. Byakko continues to mix Phase 1 and Phase 3 mechanics, mostly trying to
marker along one wall "Star" lightning circles
* leave add in center until Flare marker confuse tanks, probably. Also he tries to trick you by putting stack markers
* Then will pick up new #1 and create a 2nd "stack here" marker -- cross in the center, then rotated cross between the first
* OT run out (not totally to edge; just out of the AoE; gives you room Walls are death. inside whirlwinds. (If the first one is inside the whirlwind, bad times. If the
* see note under Phase 3 about how to force-position the stacks -- will hit in a line of circles that march toward the edges; hit = paralysis
to hit him from behind) while Byakko does Dynamo AoE (small safe second, wait for the whirlwind to despawn, then stack.)
* 3 people in each stack to soak; get Phys Vuln debuff after hit -- NOT MARKED once they begin
Byakko EX * assign 3 non-tanks to first stack and other 3 to second
spot under B; large danger zone); everyone stack under Orbs, then to center. Orbs, line. Orbs, to center. Line.
-- first set hits twice, then second starts; dodge
* Add does column AoE at a party member Enrage: Much longer Storm Pulse cast. Kill it (though really shouldn't see this
* MT tossed first. OT should then be #1.
* Add jumps to middle and starts to cast. Getting hit is... drumroll... vuln stack. Line and Sweep are also a with LB3 strat).
-- Provoke during State of Shock (around the "S" in State) Whirlwinds
-- orbs floating to middle will heal him. Is bad. Also do -300 TP knockback, so may hit wall.
-- not the worst if not OT; OT gets in 2nd stack then -- during Anguish, 1 tank/healer/dps marked with circle. Will drop a tiny
damage, so casters/healers are best to pop. ======================================
* Aggro resets, because tank gets removed from combat. MT whirlwind that will grow HUGE. Touching = vuln stack. Overlapping whirlwinds =
-- Damage at end of cast is proportional to his HP. Under 30% seems After you unfreeze, have time to cast before his Ultimate hits. How to force-position the stacks:
Provoke it back (get out of stack, 1 GCD, Provoke). roomwide AoE + vuln stacks.
to be the magic number for the squishier to survive. from The Balance Discord's PLD guide Byakko section: https://docs.google.
-- take to waymarks (usually: A tank, B healer, C dps). May need to adjust slightly
-- tip: you only need to get the add under ~30% to survive his cast; com/document/d/1Dsmp2i8Nm5_1oaPvZstFISSA2ThGgu2gZVshNONpE30/edit
Unrelenting Anguish based on orbs; is fine.
"killing" the add or DPSing him much further doesn't gain you
* jumps to middle and sends out orbs. Avoid; gives vuln stacks. -- tip: cheat into your marker's "pocket" between orbs in case you're marked, so
anything. So stay on the boss a little longer before switching when "State of Shock, and the position of the follow-up stack, Highest Stakes, is
* tank/healer/DPS get marked with red orb. Do not touch together; you don't have to sprint across the field
the add spawns (once you know your team's DPS ability, that is). determined by the wall closest to where the target is when grabbed. Byakko
explode + vuln stacks. (CAN touch normal people.) -- still 3 bubbles that need to avoid each other
will pick the farthest wall, and throw you there. Know this, and position
* also does a column AoE; avoid. -- end of Anguish -- B. jumps + large column AoE -- find a safe spot.
accordingly so that your dps can maintain uptime, and stack positions don’t
target the far wall."
Each DPS assigned a direction for feathers (some do cardinal; some Runes:
Incandescent Interlude (meteors) + Ruthless Refrain (knockback)
do intercardinal to also denote which bird).ost groups also do * arena divided into 4 zones (different colors, different glyphs)
* 4 meteors + 4 marks. Meteors must be soaked by NON-marked players
Clockwise from there, as feathers can spawn cardinal or inter. * 2 lines of 8 glyphs lined up. Bird will move through the lines; related quadrant
* boss will knock you back into meteor so pre-position for that (or can position
explodes.
w/ anti-knockback). Use Feather positions.
Tanks/healer each also pick a direction. Help with feather/bird; Suzaku burns out the center of the arena. Don't fall in. * Two patterns: 1234-1234 and 1234-4321
also for meteors later. * Two possible exploding patterns: around or cross (e.g., N > S > E > W)
* note: runes from here may go counter-clockwise. Pay attention.
Southron Star -- roomwide AoE.
Well of Flame + Runes (4)
Screams of the Damned -- roomwide AoE. Push/Pull
Close-quarter Crescendo (arrow orbs) + Runes (4)
Suzaku jumps shortly, RIP openers. Push/Pull: Visual Guide
Eternal Flame: DDR Time!! * try to start in the 3rd or 4th and run toward the 1st or 2nd
* Mesmerizing Melody: pulls you in toward the center. Close-quarter Crescendo: (not me):
Rout * Ruthless Refrain: pushs you toward the edge. * everyone tethered to an orb. Orb has an arrow. You will run the direction the https://docs.
Spread to feather positions. Everyone gets a circle. Push/Pull + Runes (4)
* everyone marked with circle, plus Suzaku charge through middle. * adjust positioning as needed. Also anti-knockback work on both. arrow points for about half the distance of the arena. google.
Turn your character to face the same direction as your arrow. Phantom Flurry (tank swap) + Runes (4)
* Spread to edges at Feather positions, roughly. * Orb will float toward you. You can move around the arena to orient yourself com/presentation/
Suzaku EX * Plenty of room to spread and to scrunch in for charge. Well of Flame: better for the arrow. (I like to move so I'm running straight ahead with the arrow)
Southron Star
d/1SzdihJaEUaUAb
(On controller, I've found it helps to orient the camera top-down and
* Do NOT hit the dead birds. * column AoE at a player, plus 4 marked players then a stack on * DO NOT SPRINT to positions, else you'll still be sprinting when mindjacked... PufEdYbfoXz2LmL
with the arrows aligned up/down/left/right, instead of on diagonals) Push/Pull
healer. mePQkprgZ-
Well of Flame
Fleeting Summer: large conal AoE * avoid column, spread out, then stack in. Well of Flame fbIBs/edit#slide=id
Two sets of orbs: 3 in the first, and 7 in the second. Decently fast.
Cremate: magic-based tankbuster. Is ouch. * MT -- do not stack with group; point Suzaku away from group. Phantom Flurry (tank swap) .p
Phantom Flurry (tank swap)
Southron Star
Phoenix Down: Phantom Flurry: Push/Pull + Runes (first line)
* large + small feathers. DPS kill feather in their quadrant * tankbuster with Vuln. 180-degree cleave + knockback afterward. Southron Star
Push/Pull
(heals/tanks help). Kill the SMALL feathers only to make safe spots. * Swap on cast; everyone stay behind until the cleave. Runes (second line)
Southron Star
* DPS marked again. Hit the closest dead bird with it.
Phantom Flurry
* bird tethers to DPS. Drag to safe spot. Kill it. Phantom Flurry (tank swap)
Push/Pull
depending on DPS, may be another double 8-rune set here
Screams of the Damned, then shortly jump to middle. Southron Star
Enrage (four same-colored tiles + line of sameorbs + long Southron Star cast)
V1.0 Loot
Clamp -- column AoE marker at MT
O1 Twin Bolt:
* tank buster + tethers to & hits player nearest to MT (OT... move)
Lightning AoEs -- move away, though seems to be enough time after other
* Feet Charybdis -- reduces all HP to 1.
explosions
* Waist Fire orbs -- orbs grow then explode. Don't stand near. * uses Roar (raidwide AoE) shortly after -- will kill anyone not
* Accessories healed up
Stack marker -- during ice, then hits soon after; try to be near
Downburst -- knocks all players and orbs to edges
Breath Wing -- can either stand on boss or in center
Classical Elements -- teleports to center
V2.0 Loot
Evil Sphere -- tankbuster
O2
Antilight -- summons orbs (top and/or bottom) -- orbs cause
Duty Action -- Anti-gravity -- levitate until boss pulls you down with Gravitation Manipulation -- boss Levitates a player + stack marker
petrify if hit by them
100Gs * Levitate to stack with them
* pattern with top AND bottom
* Feet * use to avoid attacks
-- big overlapping pattern -- small safe spot in center (couple of
* Head * Earthquake -- Levitate Maniacal Probe -- vines + eyeballs
safe spots on edges, too)
* Accessories * ground turns blue/purple (either from orbs or from sinking) -- * wait until an eye disappears, then run to the open area and hug the wall
-- line down middle -- safe spots on edges
Levitate
* top first, then bottom + sinking
* yellow/white orbs -- do NOT levitate Demon's Eye -- gaze attack + petrify
-- wait for top to explode, then Levitate (~6-7s left on sinking)
Gravitational Wave -- interrupts casting
V3.0 Loot
Diagonal Tiles
O3 Boss from Haukke Hard... not the same, though
* pull boss to one corner
* Add -- OT pick up and take to opposite corner
AoEs and stuff -- avoid/handle/etc Dark Piece
* avoid AoEs
* places markers on the board
* remaining floor tiles will explodes with spires/damage
Ribbit * either does a big circle or does an overlaping line pattern
* Mindjack -- forces you to run (Sirensong Sea final boss) -- try to stay on safe
* faces a direction and casts; no AoE marker; turns you into a frog
* Legs panels
* avoid usually Forced March/Face Left/Face Right
* Head
* Get hit with it when the floor tiles are frogs, then stand on tiles * makes you move in that direction based on your current facing
* Hands Aetherial Tear
* don't be on tile if not frog * plus AoEs/stuff, so try to pre-position
* get sucked in (don't need buffs up)
* Puzzle time! Each current takes you in a specific direction -- slide between
Role Tiles Apparently does have an Enrage timer, though very long into the
islands to the other Tear to get back out
* turns 4 floor tiles into the Tank, Healer, and 2 DPS fight
* seems to be a time limit, which kills you if you're not out
* stand on the tile that matches your role
* AGGRO RESETS after the puzzle
* don't be on tile if frog, though
* doing the puzzle fast/correct gets you a damage up + haste buff
V4.0 Loot
His attacks have the same names, but change depending on if he's
O4 channeling from the Void
Vacuum wave
Very useful to move him away from North so you can see the Void
* knockback
channeling better
Holy Black Hole
* follows Vacuum wave -- stack * don't touch (like 2nd boss of Vault)
Doom -- esuna
** WALLS FALL OFF -- YOU CAN FALL NOW ** Watch out for Vaccum wave here -- stand in center (avoid Black
* Body Blizzard III
Holes)
* Legs * normal -- AoE circles
Center -- proximity marker
* Hands * Void -- move during the cast, else frozen + vuln
* get away (gives Bleed) Head + tentacles
* minion
* head spawns -- get away from its front (confuse) * find the missing piece and stand near the edge
Fire III
* head will always spawn facing you, so move
* normal -- marks
Flare -- 3 "get away" markers
* Void -- Pyretic on all; stop moving
* spread out Apparently does have an Enrage timer, though very long into the
fight
Thunder III
Meteor -- roomwide AoE
* normal -- stack on tank; swap at 2 (esp. because of vuln stacks)
* Void -- GIANT circle around boss + paralysis + vuln
Sigmascape: O5-O8
Unlocking Unlocking
Same tokens drop from the same floors as in 1-4.
* Complete Omega Normal 4.
Tokens are 1/floor. Tokens are unlocked now.
* Talk to Jessie in Rhalgr's Reach
Crystalloid is still 1/week.
Loot
* crosshairs indicate light puddles incoming; like Ala Mhigo second boss,
will follow you briefly before locking in place
* Feet * drop puddles on ghosts (or drag ghosts into them, if tethered)
* Fight mass of adds while dodging marks
O5 * Waist
* Accessories
* if you get grabbed, ghosts take you, solo, to a train car; kill, then
click the light to return
* Stand in the light circle to jump. Kill the chimney.
* ghost army -- hug a ghost!
Loot
Duty Action -- use on top of the floor painting that corresponds to the
one he's tethering to
Then he tries to confuse you by doing more than 1 at once. Just... paint-by-
Fire painting -- everyone use on water floor painting for buff * targeted -- will poop small AoEs
* Feet number, i.e., do all the necessary ones.
Rock painting -- everyone use on (what is it?) floor painting to get a * tethered (Wind painting) -- run FAR until tether changes colors
O6 * Head
* Accessories
mini-airship (dismount with mount hotbar when done)
* do Fire painting buff first, and have someone do the 1-person ones first
(or, until the arrows get small/looks more like a string than so
Water painting -- 1 person use on painting to spawn a rock; stand spiky)
Also, random auto-attacks go on the OFF-TANK. So heal us, please.
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).
Loot
THIS GUY. Arm and Hammer -- tankbuster
Helps to tank him to one side, so both the MT and the raid can see the Bombs with wire -- step across the glowing side's wires to defuse. (Checkmark
upcoming mechanics on the screen. The order of 1-4 is random in each over your head [Bardam's Mettle 2nd boss] when right.)
* Legs
instance.
O7 * Head
* Hands
Boss from Gubal Normal -- same mechanic: 3 people on each platform **at the
First the boss does a set of mechanics, then he actually summons the same time** to block. Else, adds and pain.
boss that they come from as an add. (OT pick up adds.)
Shockwave (when Dadaluma is on deck) -- big knockback; get a corner behind
Wall's aren't death, but they are bad. Don't touch. you or otherwise lots of space so you don't hit a wall
Loot
SB Raid Omega Normal/Story Raid
Question Mark on a mechanic -- Nero is telling you this is a lie. So do
Graven Image -- the statue will cast it. Changes throughout the fight based on
the opposite, or marked area is opposite.
what "level" of the statue showing. Also he gives text announcement for each
phase change:
* Body Timely Teleport -- run to the edge where he's going. If he's casting
* big orb around the arena = knockback from there (also it can switch sides!)
O8 * Legs
* Hands
when he emerges, get in front (knockback). If he's not, stay behind.
* orb on one side of the statue = don't be on that side (Hashmal glowy arm)
* eye on the statue:
Hyper Drive -- tankbuster
-- question mark = look at it
-- no question mark = gaze attack so look away
Aero(something) -- knockback; don't be on the edge
Alphascape: O9-O12
Unlocking Unlocking
* Complete Omega Normal 8.
Same tokens drop from the same floors as in 1-4.
* Talk to Jessie in Rhalgr's Reach
Loot
Blaze:
* Tank buster: Chaotic Dispersion
Tsunami * Latitudinal/Longitdinal Implosion
* Damning Edict * Blaze: safe spot in center. Spread markers.
* boss has 1 of 2 orders for the entire fight, separated by the
* Tsunami: avoid the water. Stack markers. * double stack markers TWICE, then AoEs. Columns AoEs.
transition: Tsunami or Blaze
* Feet * "get away" on healers: get away from group; AoEs on the spots where healers * Cyclone: draw a straight line from the center of the arena to a
* first attack tells you which path he's going first
O9 * Waist
* Accessories
are hit corner. Stand at the edge of the AoE along that line. Will knock
* Fiendish Orbs: tether to random players; tank can intercept/block to soak you back from center; that gives enough room.
* Transition: Bowels of Agony (!!!)
(cooldown) * "get away" on healers: get away from group; AoEs on the spots
-- destroy crystal
* Earthquake: avoid south. Raidwide damage. Get on edge for knockback. where healers are hit
-- donut AoEs on tanks/healers
* double stack markers TWICE, then AoEs. Columns AoEs. * Fiendish Orbs: tether to random players; tank can
-- markers on DPS
intercept/block to soak (cooldown)
Loot
* Ahk Morn -- make a designated stack point (else people tend to run around
* Tank buster: Tail End * Exaflare (>>) AoEs: "march" across the arena. Watch out for
aimlessly and die)
Cauterize (giant half-zone dive) by boss at same time.
* Feet Which way to dodge??!
* ice circles -- grow. Try to set near edges, leaving lots of safe spots. Will
O10 * Head
* Accessories
* spins around twice = get OUT
* spins around once + up once = get IN
persist through dodging.
* Northern Cross = Thin Ice -- slide
* fireballs: straight line lattice AoE, then in the spaces
* spins up twice = get to inter-cardinal directions from the boss' * Ahk Rhal -- spread out -- splash damage incoming on DPS. Move
current position after it hits (does not chase)
* kill the "nails", then the dragon
Loot
* Tank buster: Mustard Bomb (ouch)
* He does the "Electric Slide"...! (aka, stack marker)
* Charging "Fist" Adds: target & use Duty Action
* circles -- spread. Will leave fire puddle.
* Flamethrower -- large AoE pattern * large fists -- do column over 1/3 platform; avoid
* Legs "Nail" phase:
O11 * Head
* Hands
* Starboard -- AoE is on his right side
* kill that add before "Force Quit" finishes
* must stand in a meteor circle to cleanse debuff
* Mustard Bomb -- still tankbuster.
* Larboard -- AoE is on his left side -- Now also has a tether to random player.
* stand in glowing thing; target the thing in the middle and click your button to
* HOWEVER : he flips 180 degrees (sometimes BEFORE the cast). Look -- Off Tank intercept and move far away. Does Paralyze on
100
for the orange face (for front) or watch the hitbox. explode.
* If he does one then the other, then the same side is safe TWICE
Loot
* Solar Ray -- tankbuster plus splash
* Passage of Arms + casting: kill M, then F before cast finishes (else die)
* Bladedance = HUGE tankbuster. Cooldowns and shields.
* M -- get OUT. Does a melee-range unmarked AOE right after speech. -- (some people have tried to say it can be dodged, but I've run
* Body * attack opposite color
* F -- get space behind you. Does a knock-back right after speech. across the platform behind mine and still been hit)
O12 * Legs
* Hands
* Both out -- initially they bop around and throw out attacks
* Cosmo Memory -- jump together one side + roomwide
* after both: 1 player with purple mark, one with stack * if one is killed first, other spams Laser Shower roomwide AoEs
* Now they have to be tanked apart. one tank each (opposite color from your
-- get on opposite sides of arena until down
debuff); separate them
-- find which one becomes F. Stack there for knockback.
SB Return to Ivalice
#1 The Royal City of Rabanastre
Unlocking
Quest chains starts in Kugane
Notes
Loot: Unlocked - gear & coin
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.)
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.)
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.)
on the way Boss
Mateus the Jerk
* 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
Boss #1 (nothing!) 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
Rofocale (Roflcoptor)
* 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
More Seeqs. Now with Chimeras (so please don't stack them, -- open spots at his flanks and front/back.
because melee can't see the cast bars on the one they're not -- the marker appears/dissappears FAST, but there is time to get into position (for
hitting). sides/back)
Boss #3 * Crush Helm -- tankbuster
Garamsythe Waterway sluice puzzle! (okay, so there's not really a * Crush Weapon -- targeted AoEs on DPS
"puzzle", but still.) * "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)
Argath
* 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)
Boss #4 -- 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.
Famfrit
* 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
Boss #1 (none) * 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
Belias
* 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
I love the FF12 touches -- run away from nail
-- other players: avoid touching the tether (gives STOP)
Boss #2 kill the trash * 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.
Construct 7
* 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.
Two waves. * boss jumps and lands along one back edge:
-- avoid his lane (1/3 of the arena); avoid Cogs areas
After "Defensive Protocols" finishes, they can move, so tank 'em. -- pulsing AoE from center; stay away
Second group has a cleave as well. * Add phase. Separate platforms with SEPARATE MECHANICS per Alliance:
-- Alliance A: tank add on the edge. Get apart from tether partner.
Boss #3 -- Alliance B: avoid missiles.
Some of them tether to things along the wall. Kill the thing on the -- Alliance C: if Dice counting down over your head, STOP EVERYTHING
wall first. =====================================================
-- unsure if the tether needs to be stretched? 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
The boss!!
* 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)
Boss #4 None. * 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
*k
Loot: Once weekly: Coin, Cluster Auto-drop on first clear (beating final boss) each week.
You can win ONE piece of gear per week. You can run as many times as it takes to get that
Once weekly: gear
piece, though.
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.)
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.)
SB Return to Ivalice
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.)
Tam-tara * run past the 3rd boss area to * when imps spawn with "ropes" to him, kill
16 nothing special * kill all, then boss spawns nothing special * kill all, then boss spawns the room with the key kill all, then boss spawns them first (boss invulnerable then)
Deepcroft * a slightly-harder pull here * other adds
* Boss can't be killed as is. Pull the lever
to spawn a bomb. DO NOT KILL THE * boss will smash walls to spawn adds;
BOMB. Pull the bomb next to the boss adds will then smash walls to add more
Copperbell 17 nothing special * waves of mobs first, then boss spawns
randoms pop out of walls, until the bomb explodes.
nothing special
adds.
Mines yay... * DPS on the left platform for adds. * Either -- beat on boss only (if you
* Repeat until boss is a bunch of little have good DPS/heals), else DPS kill
blobs that will take damage. adds until boss is low enough to focus
* this is a boring fight
Phase 1 Phase 2 Phase 3
Ifrit more Eruptions, also large
will cast small Eruption spells Infernal Nail -- destroy the Nail at all
(The Bowl 20
(AoE) on the ground costs, else you will die
ground AoE ("Plumes" --
outside, then inside)
of Embers)
* avoid flaming floor; Boss invulnerable
then
* keep boss near ramp; at some point * bombs
* wisp adds will go to bonfire and * must pull all chain winches * tank near door to pick up Fire
* bombs do a suicide blast, which he'll run away & electrify the water * the suspicious chest in the
Halatali 20
is a one-shot KO
cause room-wide AoE -- spawn either chest or adds
(twice) middle of the big circle is
Sprites, which must be killed to
* can kill adds or just heal through * bombs remove flaming floor
* wait for adds on ramp suspicious
* Boss starts punting later
* wisp adds go to Boss and AoE
* clear the pods first
watch for walls that suck you in;
Thousand if party is separated, break the
* Pods spawn/explode on players (run
away!)
Maws of 24 wall first poison same as before poison, plus adds Fleshy Pods -- kill with ranged
* Adds x2 waves
Toto-rak Pick up all the Magitek Photocells
* wait for his tail to break off; kill tail
(avoid poison floor), then boss
* turn off the lamps when they glow. Assign
everyone a lamp.
* Steward -- does AoE (stunnable) Boss can be stunned so Tank can
Haukke * similar to Maidservants * chest down the hallway with * Tank - run behind the boss on "Thunder III"
Manor Maidservants -- immediate * Jester -- weaker (most groups like to get lamp. Though it's super great
28 * spits AoEs at random people * patrolling Maidservants slightly harder mobs but usually runs away at 50% and "Fire III" to avoid them
Manor AoE -- stun/avoid (does Fear) take him out first, but tanks should when a DPS takes the tank lamp
* frontal cleave a decent drop * bomb adds have suicide blast (watch out!)
watch the Steward to stun him) (hint, hint)
* Steward add will Stoneskin boss so kill him
first
* NPC pulls emnity, so get it back when * poison, poison, poison.
possible. Also tries to "hide" behind party * acid puddles take your health and restore
* frontal cone, poison, + LOTS of adds
Brayflox's * save the goblins (time limit member, which turns frontal cones at * drops bubbles on party members; miniboss to side boss' health; keep yourself AND boss out of
* nothing special * tank boss near back gate to easily
32 on each); each one saved you. Jerk. skippable mobs destroy bubbles with (generally) them. Targets party member.
Longstop * talk to the goblin for the key pick up adds
gives loot * can Sleep the Boss when the Add comes * kill 1st boss, then 2nd boss spawns good loot * best if heal/range stay close together/
in; should have enough time to kill Add behind boss to leave as small a "trail" of
before Boss wakes up puddles as possible
Phase 1 Phase 2 Phase 3
* don't fall off!
* Leap -- run to the edge of the
red circle (not ON it or OUT of it)
Titan and face the center * ground AoEs
Titan's Heart -- destroy the Heart at all
34 * Landslide -- will knock you off; * landslide
(The Navel) costs, else you will die
dodge out. If you can't dodge run * rock gaols
towards him (it might help).
* rock gaols on random members;
get them out
* stones (starting from
* kill stones on top of floor panels (OLD AND NEW will spawn
entrance, looking down room)
until killed correctly)
* KILL THE BEES! (Stun Final Sting * KILL THE BEES (or let Titan take them ** L1 - helm
* kill the Soulstone first, then can attack ** kinda finicky on the placement sometimes can either have tank take boss to panel and
Sunken forever.) on). Stun Final Sting.
* kill stones on top of floor the boss
** R1 - gem
position stones, or have healer near panel
* collect all 4 relics * Doom -- run on lit panels to remove ** L2 - flame
Temple of 35
* if you kill the Facer, you get (the panel may change at the same
panels * boss will randomly chase a party
** R2 - fruit
* kill the verges. They shoot lasers, pew-pew. (b/c stones will target them first) and let
* watch rear cones member; kite until he calms down (tank * Verges with black ground stuff will get walls and then one DPS take out the stones. Requires an
Qarn another piece of loot (several time you land on it, so ALWAYS check
never actually loses aggro) explode, so either go inside black stuff to kill or move away. intelligent healer.
chances to get him) your Status) * balance: left = flames; right =
* later two black verges will spawn at once; at that point
fruit; get this right for treasure
you can probably take out one & just dodge lasers
room/mapping
* kill the first big add (heals the boss)
* kill the second big add (hits hard) * violet eyes -- stack on boss
* kill the visible enemies; spawns * floor AoE
* Kite option -- have healer kite adds * blue eyes -- get to range (AoE does
Cutter's Cry 38 a second set
while everyone else focuses boss
* avoid sand traps * whirlpool -- run to edges * avoid geysers
DoT)
* avoid sand traps
(Scholars: place fairy by tank while you * orb -- kite until it disappears
kite)
* when he runs away, follow and hide
behind him * lots o' debuffs
* sometimes he "runs" to the spot he's * avoid dragon blast in main * Add spawns at the window; use cannons * avoid ice ground effects
* Seemingly "clear" hallways
* avoid dragon blast in main hall already in... So if he turns around or hall to hit it * watch for massive 1/3-zone ice blast
Stone Vigil 41
* dragon aevis #1 priority the tank seems to randomly lose aggro, * dragon aevis #1 priority * avoid whirlwinds
spawn HARD-hitting ice mobs
* can be hard to see AoEs b/c they're
* watch for patrolling aevis
he "ran" (so get behind him). I prefer * watch for patrolling aevis * tank boss at the door white and the ground is white... Best
to always pull back to the center as to stand at the 1/3s of the arena
tank, so it's clear when he runs
* eyeball slime, eww * exploding crystals * destroy crystal he links to (3x)
* stand in purple zones * Patrolling frogs * adds spawn on ledges & throw rocks * crystals have AoE, too
* stand in purple zones (protects you
Dzemael * can pull all the things to the last * frog's AoE can knock you off (can't attack) * boss targets 1 player with *3* AoEs
from slime, makes boss vulnerable)
44 purple zone & destroy the ledges, so position * rear cone! * watch for patrols joining pulls (run away from crystal/group!)
Darkhold * adds
* that one blob that hangs out in yourself accordingly * watch AoEs * floor AoEs
* zones move
the middle of the room -- Fluid * pull packs around corners to * Healer's nightmare * AoE healing gets intense in the last
Aura him into the pack drag floaters phase
Phase 1 Phase 2 Phase 3
* tank at back rock
* when she Shrieks, hide behind
* bye-bye, rocks :(
the rocks Note: This encounter often feels like
* don't stand in the clouds
Garuda * rocks take damage * when she teleports to center, try to
* First jump, get behind her
an unsually large difficulty leap from
(The * kill the adds ASAP (they damage stay out of line of sight while killing previous content. That's normal.
(nearest the rock).
44 rocks and/or serve as targets for adds
Howling * Second jump, get opposite
her spells) * again, her targeting spell damages an It may be helpful to get to Level 45
from the rock (as far from her
Eye) * stand away from pillars; her area/rocks
as possible)
and get your Job ability and Artifact
targeting spell damages an area, Armor first.
* kill adds
so will hit rocks if you're standing
next to them.
* no red zones for AoEs
* chest with Morbol seedling
* Eye of the Beholder ("takes a moment * same debuff as earlier boss, but not
minion
to reconsider") -- room-wide AoE -- stack as deadly; can wait to 3-4 stacks to eat
* mini-boss Morbols
* avoid glowing yellow areas on boss -- can stun fruit
*stackable debuff -- at 2 stacks, eat * Fruits spawn into Seedlings;
* avoid geysers * has a one-shot KO (1000-tonze SWING * eat fruit to take off Morbol debuffs,
Aurum Vale 47
* jellyfish patrols; long-range
the fruit (it respawns). Assign everyone can kill before they do (or
(2-handed)) -- interrupt! or run away.
* 2 more Morbols & seedlings
too
a fruit. leave to hatch for TONS of
flowers * has a hard frontal cone (100-tonze * fruit around her turns into to Adds
bonus XP)
SWIPE (1-handed)) that aggro on healer, so destroy
* scorpions (banemites) hit
* Glower -- targets random player for quickly with AoEs.
like trucks
dmg/paralyze -- run sideways to avoid
HW Duty Roulette: Leveling
Dungeons Lv general First Boss general Second Boss general Third Boss
* marks a player, then stuns them. * Keep boss away from adds; they buff him * drag mobs out of winds. Or
* small packs * When the Whirlwind spawns in the middle,
Charge attack -- damage relative to * extra mobs in side rooms (e.g., SV HM) not; debuff isn't too bad.
Dusk Vigil 51 * larger lone ones that jump
your distance, so get far (inverse of AK that will spawn & aggro * watch out for room-wide AoE with safe spot * area with adds that spawn in
run behind a pile of rubble (LoS the
down to you Whirlwind)
HM) near boss waves
* T6 got nerfed hard...
* No Blighted, though * can pull the adds on each * stack on red (spiky top) mark, spread on * T9 got nerfed hard...
* kill the larger plant things; * couple of groups
* if adds are devoured, boss gets big platform down the hill, blue (smooth top) -- marker is who he's gonna * meteor marks -- run to edge; get out and
Sohm Al 53 they spawn the smaller poison
damage stacks which will leave the dragon throw the blob at
* solo dragon
far away once mark disappears
ones * dragons + sprites + AoE city
* buuut current strat is ignore adds & and sprites at the top * kill the big add ASAP, else huge AoE damage * kill the Wings
burn the boss
* Eyes spawn on players and shoot conal AoE
* little dragons + sleeping
* let the add eat 1 cloud, and then kill (okay * kill "Sable Price" asap, else player dies
* can double-pull if the healer * drag lines to pillars dragon -- can pull little ones
The Aery 55
is good * kill add and skip the sleeping one, or
to eat 2, but kill quickly then). Else explodes * When he jumps, kill the adds and heal the
for huge damage. NPC. **THE NPC MUST LIVE**
do them all
* Then stack with the NPC in the bubble.
* avoid marching adds (like Qarn HM)
* bacon strips leave Tears behind on walls * last phase, 2 ground fire AoEs, before each
* can pull to first guy in
* don't touch the Tears (tether, bad things) set of marching adds -- try not to box
* he'll sometimes zigzag around the hallway (two will chase), then
* Faith Unmoving = knockback move yourself in
* adds aggro from far away on room, laying orbs behind him -- find poke past him to aggro couple * Priest -- summons four adds
The Vault 57
the first person through the safe place to camp more
* So, normally, bait bacon by standing
(cannot skip)
* run apart to break tethers. Have to run a
between boss and Tear, so they'll stack certain distance to break them; if start too
* marks/stuns/jumps to player * in second zone, can pull all,
* During Unmoving, position with no Tears far, no room to break. Easiest if healer +
if healer is good
behind you DPS stack in middle-ish, then run to corners.
* kill orbs asap
* marked = drop orbs away from other
* /comfort removes debuff players (and not on platforms!)
* kill all mobs to get ahead * kill add to get a tethered orb * # of lights on platform = # of players that
The Great * similar to AK * Page 64 -- tethers to a * only need to kill 1 add! need to simultaneously stand on it to lock it
* when it closes, run behind (there's a player, then shoots an * drag orb into the boss to make him -- if not locked, an add shows up. Adds hurt.
Gubal 59 * kill all mobs to get ahead
small part without ropes. Don't fall.) unmarked column attack at vulnerable again
* nothing fancy
-- 1 light = all platforms need to be touched
Library * ice floor/slide on the back side them; damage to anything in * don't drag orbs through green clouds -- 2 lights = half platforms
path. Aim it away from the * tank run into the green clouds to pop them -- 3 lights = 2 platforms
group. * melee -- burn Sprint if you have to. It's
worth it.
ARR Main Duty Roulette: Main Story
Story Level general First Boss general Second Boss general Third Boss general Fourth Boss Fifth Boss
can skip some enemies.
Cannon phase: * cannons again -- can start with * click on the marked pile to start loading the cannon
* Tanks pick up first 2 back cannons, so if they're * usually someone gives a countdown for cannons. One
CANNOT SKIP CUTSCENES NOW.
groups while DPS destroyed you can move to front person to shoot with cannon gets enmity and it cannot be
Inconvenient cutscenes throughout * searchlights spawn adds if
* Adds circle behind to ones (or, if front were destroyed taken away; take boss to the center while the adds
Castrum (actually, they seem to have triggers; had you step in them
Adds * AoEs cannons and pew-pew. * Adds first) spawn/are killed; boss does NOT hit hard
a run where they popped in good places). * have to kill some adds for
Meridianum AoEs * burn boss instead of * Patrolling Colossus -- * burn boss instead of last add * Colossuses * 2-ish rounds with cannons, then next phase
drops which are needed to
last add drag it back to the * The Colossus in the last area
Yes, you will likely feel lost and useless in blow up the locations
cannons for pew-pew spawn late, so wait for them * AoEs -- Paralysis
these fights. Everyone else probably
* Another cannon area before leaving the cannons * pick up Adds, but can mostly ignore last Colossus (but
vastly overgears them and is just burning
in the back * airship watch his big AoE)
through everything.
most trash can be avoided, except those
cue a gazillion hours of cut
with keys * Interact with the terminal * not always-telegraphed AoE * don't hit boss until "Look to the Same boss, Pt2 ZOMG MORE
scenes & credits
before going down the attacks Light!" message; until then no * lasers again CUTSCENES
There is a huge
CANNOT SKIP CUTSCENES NOW. elevator * can stand in his zone (Bleeding damage, but do pull aggro * magitek things like SERIOUSLY??
* Adds w/ purple lines cutscene There is a huge cutscene Yay, main story is done!
Inconvenient cutscenes throughout * Get your magitek armor debuff while in there; cannot be * laser areas explode Qarn; destroy
punt their target into before/during this before/during this last sequence Congrats! (Now you just have
(actually, they seem to have triggers; had (empty suits along the way if Esuna'd; not terrible damage * Eye of storm - stack on boss * Meteor -- rippling lines (If you're * AoEs
Praetorium a run where they popped in good places).
AoEs
you fall out of your suit; or
the lightning, so kill fight; you will NOT be
though)
of fights; you will NOT be locked
* lots of ground AoEs on floor; move away new, your * minor punting
~100 main story quests before
fast locked out because out because you are already in Heavensward!)
just run far behind the * avoid arrow-thingy (a big glowing X * Plume dance -- inside/outside from center group will
* Boss punts, too you are already in the the arena.
Yes, you will likely feel lost and useless in group) that will slash forward across the then outside/inside, so try to * when he teleports to likely start
arena. Now go do the Hildibrand
these fights. Everyone else probably * suit has "pet" bar to do arena) -- but if your DPS is stand on the edge between the center -- destroy before fighting
quests. Dooo eeeet! Hilarity will
vastly overgears them and is just burning attacks awesome, you won't even see this sets final cast without you.)
ensue!
through everything.
Duty Roulette: Trials
ARR Trials (see the end of the list for trials not in the Roulette)
iLevel Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
* 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
Cape lv 50
exploding/fire persistent AoEs -- kill, then back to boss
part of Main Story questline
Westwind
=========
Battle on the lv 50
* Status ailment -- cannot Esuna -- run around/avoid * transition to the next platform with easy trash * 2 status ailments -- cannot Esuna -- run
Big Bridge Hildibrand
AoEs/attacks until it wears off. You'll see ;) * usually now -- pull it all to the final room and burn (boss around/avoid AoEs until it wears off. You'll see ;)
* AoEs doesn't appear until trash is dead) * AoEs
(Gilgamesh) sidestory
lv 50
Battle in the * burn Enkidu * burn the chains on Healers
* if turned into a chicken, jump in the whirlwinds * burn the dragon heads
Big Keep Hildibrand
* if tethered, run together * dodge the everything
sidestory
* Eruption is stronger & can one-shot, so Interrupt
* Tank against the back side * 4 nails spawn -- black mage/summoner LB; destroy
(Interrupt 3, let 2 go through, repeat)
* Interrupt Eruption casts -- Interrupt 3, let 2 go through, repeat * nail dead, run to center during Hellfire for heals
The Bowl of * Rush -- jumps to random spot, then Rushes across; damage in
* Clones and Rush again
* watch plumes -- outside, inside, and new type:
Embers lv 50 path, so move (especially do not stand in the middle) -----
entire arena except near Ifrit, so everyone run there
* clones himself; all can Rush -- they go clockwise; run around
(Ifrit Hard) the edge towards the first one, then continue running * Farm method -- DPS is good, so no need to waste LB on
* Farm -- since LB not used on Nails, is up right after
* plumes outside, then inside (same as before) Nails; melee LB immediately after Hellfire
Erruption -- use
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 * Table Flip (Mountain Buster) > Stomp > Plumes >
Heart Phase:
* Jump/GeoCrush. Platform gets smaller again. >.< Bombs > Landslide > Table Flip > Plumes > Gaols >
* Destroy the Heart (same as normal mode) with the
* two options with plumes -- stack up to concentrate them (then Landslide (repeat)
addition of:
RUN!), or spread out to spread them out (you can survive 1, but ** Table Flip/Mountain Buster: big hitter (3-4.5k) --
** Rock Gaol - break this one out
The Navel not 2) keep the Tank topped off & Stoneskinned
** then Landslide > Plumes > Stomp, then
lv 50 ** Bombs -- 3 rows of 3 -- stand first in last outside
(Titan Hard) ** Rock Gaol - do not break this one out until Heart is dead
Cycle 3: row to spawn (at one end; try to stand close to only
** then Landslide > Plumes.
* Landslide > Plumes > Bombs > Landslide > Plumes > Gaols > 1 bomb, in case you get hit; can probably survive 1,
to dodge as well. Yay.
Stomp (repeat), then Jump but not 2); middle line explodes first; then run there
* Bombs -- always explode in same order that they spawned;
Ends with Earthen Fury (aka, BOOM).
tank, try to eat only 1 bomb, if you have to Boss Tip: Avoid the Everything.
-- 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
* Opens with Memento Moogle for AoE. It's weaker with
Kill Orders:
every Moogle that died before.
Kill Order (MARK THEM -- marks stay through phases):
* King Mog inherits abilities of dead Moogles & will use them
There are varying kill orders recommended: 1. BLM - Pukla Puki
frequently
1. BLM > PLD > WHM > BRD > THF > WAR/RNG (prevents 2. WHM - Furryfoot
* MT attack KM while he's casting MM to build hate. After
Taunt/charm debuff; can be Esuna'd) -or- 3. BRD - Puksi Piko
MM, OT use Flash/Overpower to grab WAR and PLD. DPS on
2. BLM > WHM > BRD > THF > RNG > PLD > WAR (w/ Taunt) 4. PLD - Whiskerwall
the marked Moogles.
Thornmarch * tanks should move their targets to opposite sides of the
5. WAR - Ruffletuft
This fight is a DPS race: 6/7. THF /RNG Visual Guide (not mine):
(Good King lv 50
* 3 minutes to kill at least 3 Moogles (to survive opening of
arena and then circle away from each other. Keep them on
http://i.imgur.com/3ynW8Vo.png
the edges!
Moogle Hard) Phase 2)
* healers -- keep ranged DPS beween you and the PLD
or
* PLD is sitting out first (MT); BLM spawns shortly (OT, DPS) 1. BLM - Pukla Puki
* interrupt BLM again; when she dies, KM casts meteors --
* Stun/interrupt BLM Pom Flare 2. PLD - Whiskerwall
dodge 'em!
* more moogles: 3. WHM - Furryfoot
* Same kill order as previous; can ignore the 6/7 Moogles &
** MT = take WAR to RNG 4. BRD - Puksi Piko
burn King
5. WAR - Ruffletuft
* After WHM dies, KM casts Pom Holy for 2300 dmg
6/7. THF /RNG
* lots of lots of AoEs
Mark: * MT takes King to one wall
1. BLM - Pukla Puki
1. BLM > WHM > BRD > THF/RNG (doesn't matter which) * OT grabs tank moogles (is why marked in first phase, to
2. WHM - Furryfoot
farm 2. PLD/WAR as ignore find easy)
3. BRD - Puksi Piko
* burn 1-4
4. (whichever)
Kill all moogles (is easy now) * then burn King
This is apparently called "Hard Mode" because there are 8
people. But it should be called "Normal Mode." You have to work
* TURN ON THE GENRATOR.
The to die.
* Seriously, do it.
* PLD can stun add that casts Dreadwash (good
Whorleater practice for EX)
lv 50 * Melee/physical on the tail, because it's the rear. (Reflects * Dreadwash puddle gives Confuse, so player will run
(Leviathan (On light farming parties, because we burn him past his
magic damage) around helplessly (in EX, you'll run off the platform.
dives, Levi may be on the "wrong" end of the platform here.
Hard) * Magic on the head. (Reflects ranged physical (BRD & MCH))
Healers/ranged, pay attention for the generator location.)
Bad times.)
* Kill adds quickly.
* turn on the generator once it's active.
The Striking * If you get marked for Terror, run behind Ramuh so people can * leave orbs:
see you! * kill adds ASAP (Nails) ** if tethered, one person grabs 3 orbs in a row to
Tree lv 50 * If someone is Terrored, strike them with the lightning circle break
(Ramuh * (if no one is zapping Terrored folks, run under Ramuh -- he'll Judgement
Hard) zap you himself. You'll live.) * ignore the add here and burn Ramuh
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).
Still need to have someone on DK. Still want/need someone on DK. Should not even really see this phase any more.
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.)
The Steps of
lv 50
Faith
Duty Roulette: Trials
ARR Trials (see the end of the list for trials not in the Roulette)
iLevel Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
It's like Stone Vigil HM 2nd boss (he's even here), with a TON
more adds and a giant advancing dragon.
* Silence Einherjar (one guide says you can; another says you
Zantetsuken
can't)
* He goes to center at 15% and starts casting
* Watch out for Sanngetall on tank (hits for ~8k unmitigated) --
iLv ? * finish = Unavoidable 99,999 damage to the entire raid...
Urth's Fount can run through when he's casting to delay the cast by 1-2s (but
- so, probably a wipe at that point
not avoid it)
(Odin HM) Sol: 15 * everyone's a DPS -- pop cooldowns and burn
* When purple circles come out, don't overlap (they're HUGE)
Poe: 7
* Kill Gungnirs asap.
Note: try not to push him to this phase until all Gungnirs are
* Dodge all the AoE.
down
HW Trials Duty Roulette: Trials
iLevel Phase 1 Phase 2 -- "Nails" Phase Phase 3
* 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 * marked players (sword mark) -- # of swords indicates order of hit
* kill the Spirit Mana (smaller) ASAP
-- get away from other players
Thok ast * giant AoE that divides the zone into quadrants + 2 HUGE AoEs
* kill the Moon Mana quickly, too
-- like Meteor Stream in T9 -- boss jumps, then sequentially dives
* each one that completes its cast will become a Sword
Thok centered on 2 players.
* each Sword is a huge AOE during the ultimate
on marked players + AoE around them
-- each marked player gets a zone to themselves and gets next
(Ravana HM) to the wall/edge
* 3 seems to be the limit that will cause a wipe (4 will wipe
* In his "Defensive Stance", attacks the 2nd threat target (should
from the Swords alone; 3 wipe from Ravana's next attack)
-- DO NOT OVERLAP THE OTHER MARKED PLAYER (death for be OT)
both)
-- everyone else in the empty areas
* immediately after, floor AoE with only middle as safe zone
* Yes, you can fall off
* kill adds
* hit the generator (like Levi) when Bismarck is revving for his
Two bigs adds -- separate so they don't link
The Limitless big attack (hit too early means it runs out before the 2nd slam)
* Adds + Twisters
Blue -- by the way -- the ISLAND is taking damage. Too many slams =
***These are the Nails*** * Otherwise same as P1
island dies = plummet to your death o.0
(Bismarck * use Dragonkillers as soon as active (not like Steps -- just need
If the sky starts turning really dark, LB the last one -- that's the * new thing to kill on Bismarck's back: the "final" boss
HM) to interact)
sign of the Ultimate coming up
* 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.
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 * Ahk Morn! Same arrow/"stack here!" indicator as Echidna and
* jetturras spawn under players (second boss Halatali HM) -- run
cleave. Brute Justice.
out
* Options: -- STACK AND STAY until it's finished. There are multiple casts in
* Hot Wing -- covers all the arena from his flanks outward; safe
The Final zone in the center
-- burn down the 2 tanked ones, one at a time, while avoiding a row, and the marker doesn't stay up for all of them.
roaming, then third -- may be helpful to put a marker in the center of the arena, and
Steps of 205
* Hot Tail -- column AOE down the middle; get to the sides
-- tanks hold their adds while group burns third, then others. everyone stack there.
Faith * pulsing AoE -- get away
(This is probably the better DF strategy for the normal-mode * little markers + circles around you -- spread out
* little markers + circles around you -- spread out
(Nidhogg) * Ravana-like columns
trial. However, note that in EX, this add must die last). * column attacks toward a target
* Eyes -- they spawn in an X around Nidhogg, and then blast out in
End phase: Stack for shields and heals. The circles are for those directions (so like Void Ark third boss tentacle slam)
(italics -- I can't remember if it's Phase 1 or 3, or both)
decoration. -- may also spawn in corners (either X or + directions)
Containment The
Warring * Match your color to the circle.
Bay Z1T9 Triad (Side
* Don't stand on the glowing platform. * Kill the casters first.
* Stack marker = stack (run back to center)
(Zurvan) Story)
ARR Level 50 & Level 60 Roulette (combined)
Dungeons 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.
iLevel general First Boss general Second Boss general Third Boss Fourth Boss
* Giant Tonberry again
* tank in the center
* Can save LB from 2nd boss &
* Giant Tonberry stalker -- do not let * Giant Tonberry stalker -- do not let it * #Adds killed puts a stacking buff on boss that increases his damage
Wanderer's lv 50 it catch you catch you
pull everything for caster LB
* Boss uses Grudge, which does damage based on stacks (uses the stacks)
Palace * if Stalker is coming, someone
* kill all Tonberry mobs for oil drop * kill all Tonberry mobs for oil drop * Once adds reach boss, they become "normal" adds (and will go for healer)
* adds -- kill grab the oils and open the
* Ignore/avoid the slashers, while killing the other adds/watching Grudge
* BLUE Add heals boss -- #1 door
* frontal cone targets random person
* AoEs * Flash Skeletons; Provoke on walkway * Fixate -- runs after random party member -- kite
* sleep first Tonberry, else kill it
below; grab floaters; can go around it if you're weak (else just "tank" it and pop a
then Flash next 2; grab spawns at
corner in hallway or (my favorite) cooldown or two) * pull all the things -- kill
top of stairs; stop at first Tonberry
speed run jump over the rail to the first Nyemian Tonberries first * just burn
* 2nd pull -- grab all; only need to
device * caster LB
kill the Tonberry, then can sleep rest
* tank flash mobs; someone operates
& lockout (or burn down)
devices; run to boss; lock out mobs
* can avoid some mobs
* Succubi -- AoE Fireballs;
* Voidcall -- summons new mob -- kill * Void Fire II -- AoE on floor; avoid * Statues spawn adds; tank can get
Amdapor lv 50 close enough to spawn and then pull
they'll also aggro when they're
that caster fast * Voidcall -- summons the real boss
Keep * Don't fall off! on a different platform, so
* Demon Box Minion -- random drop * kill first dude first back
* Wall fires single-target attacks watch for the AoEs * Tank boss next to the northeast statue (ideally, butt on wall -- boss has HUGE tailswipe;
to left of first boss room * interrupt Void Thunder as much as
* Dance around void zones (middle, outsides); but most people seem to point his butt to the center)
* kill first 2 (one will stop & summon possible
* spawn Statues & pull into next room; zones have a Slow debuff * Healers -- watch for Disease and cleanse it
an add) * Adds -- AoE attacks, so DPS down
let healer spawn statues in next room * Repel -- stack in middle (basically, it's a circle pull to Succubi: * Imminent Catastrophe -- room-wide AoE from center of room; hide behind statue
* 2 hippogryphs packs + Dullahan * last Big add -- huge AoEs
and bring back (or can pull all the way punt; on sides, you will fly off edge) * first pack * Add after IC -- DPS take them
* Dullahan to humans (another * pull Boss to back or front of room to
through, but might get Dullahan) * boss moves forward * Dullahan + 2 to Succubi * Tether on you -- run away from party! AoE incoming. AoE will REMAIN on the spot it
speed run summoner); also, Provoke avoid add AoEs (though with current
* hug wall to spawn Statues, grab * by door becomes void zone * (another pack?) spawns and keep putting out AoEs, so put it somewhere "safe" (usually by the door)
hippogryph through wall DPS levels, possible to kill before you
Dullahan, next statues * Dullahan + 2 to Succubi
* hug wall to avoid Dullahans; need to pull; also it doesn't hit so hard
* hug right wall to avoid two mobs; pull * 2 Dullahans
humans (summoner); pull to anymore)
Dullahan into boss room
platform on right to avoid Dullahans
* lamps do minor AoE damage * avoid Dark Mist (Fear)
Haukke * Claviger first (else she turns * Adds in side rooms * ground target AoE
lv 50 * kill steward & other adds ASAP * huge Cleave * 2 chests at the very end cell
Manor - Hard Warder into new add) * killing mobs disables lamps * Adds -- kill ASAP
* adds will resurrect dead adds * Disco Lasers! 1 side, then the other, then
* Sentry first (runs away) * (Note: possible to over-DPS here and send her into an early one-shot Blood Rain)
* avoid persistent ground AoEs & patterns! (Dodge these, obviously)
2-pull: * DPS LB the 3rd add (Lady A.)
purple zone * Dodge spears.
* first add into first room * pull the first straight stretch (get * pull all to second cell (with * Blood Rain -- room-wide AoE proportional to health of Add when she absorbs it -- so get
* if Resurrection hits enough corpses, * randomly targets one player with spinning axe --
* room-by-room adds in rooms, too) Pudding) the Adds down ASAP. (Even 20% health can 1-shot groups!)
speed run it raises 1 giant add that hits HARD. avoid running in to these (heavy, paralyze)
* hallway -- pull all the things; * grab imps while someone opens door, * last cell + Warden * after last Add, Beguiling Mist -- room-wide AoE, charms you -- run away in separate
(Spread the adds out when killing) * tank grab the minions
statues at end are adds then all together OR 1-pull: directions as she casts. Follows up with a targeted AoE (so spreading out hopefully keeps
* all of it AoE from hitting other folks).
* first room -- kill big add, then can
take elevator (someone besides tank
hit the button)
* similar to 2nd boss of CB -- spawn bombs to hit
* 2nd mob will deaggro, so run * rocks will spawn; pick them up and put them on
* mobs continually spawn boss; pick the bombs up & put them down, then
through * gradually floods track with fire the sand to "feed" the worm only when it's
* Fuminators (bombs) -- kill ASAP try to get the boss on top of them * 2 frog groups
Copperbell lv 50
* DPS the rocks; tank grabs the mobs * fire bombs go to fire & cast self-
* hit rocks + Adds * next set + 1 in hallway
looking for food
* boss moves around the room in predictable, but
Mines - Hard * mobs continue to spawn until you destruct -- kill bombs ASAP * healer on rock duty; dps on Adds
* Supposed to keep the miners alive, annoying, patterns * last add in hallway
get through the rocks * time limit as the track floods * Adds cannot be tanked
but... * boss has ability similar to Landslide, but instant
* destroy rocks, drag all mobs, stop * ranged AoE has Heavy
& no telegraph -- aims it at his target, so tank
at end to AoE
keep it pointed from group
* some enemies throw rocks from the Another option:
* Adds -- dps burn them down
sides for dmg; cannot fight * tank in center
* void zones; in zones with bombs = blows up
2 options: * ranged dps on rocks
* kill big add; elevator bombs on you (bad)
* grab everything, run to the end; kill * avoid outer ring of sand (where the worms
* run through 2nd mobs (they reset) * then "real" boss spawns with giant bomb (avoid 1-pull
bombs ASAP * kill the rock only and then run goes)
speed run * kill the rocks; tank picks up adds self-destruct) * grab the giants in the
* kill boss at entrance (only need to through (mobs kill the miners, oh well)
* either to last rock & AoE -OR- hallway
kill the first bomb). Requires good
through last rock and lock mobs out
heals.
* puddings can split (Divide) -
Stun it * kill sargeants (crawlers) first -- they
* kill the Adds ASAP (fast stacking
* ground AoE effects + debuffs * fire sprites have invisible stun/lock anyone they touch
Pharos Sirius lv 50
* prioritize Barbers (heal the others)
debuff)
* patrol + sailors, drag to next point-blank AoE (Banish III) * when boss disappears, run to center;
* Adds spawn in proportion to dmg * kill the birds, not the eggs
* slime spawns, drag to sprite, then to that hits HARD * easy peasy then either to side (to avoid charge) or
done to boss (so often harder the * boss gets buff for eggs killed, and will bellyflop
sailors * turn off the two valves * just burn boss to middle (stack on boss)
more geared the group) on someone. Will one-shot with enough stacks.
* first 2 groups + patrol * sleep the 2 birds (and lockout) * the terror (?) debuff is removed by
* AoEs that grow in size * sprite + pudding, then wait
* patrol + wake the sailors healing to full
speed run * debuff = explode at 3 on 2nd sprite
* (can also try to pull it all, but all * stun Lunatic Voice
* last pudding
the debuffs generally wreck me)
* marker on your head means incoming gravity
* kill the Adds to get a stacking debuff; the boss ball; drop it away from party
then attacks the player with the most debuffs * can stun Nightmare (sleep)
Lost City of * kill the spore-tree-things * once he eats someone, hit the * The boss is untargetable unless he's attacking * Mark matching pairs of doors; open one now,
* stay out of the AoE areas; pull/kill * kill the magestones to
lv 50 * Misery can be removed by /comfort stomach to break them out someone, so you must keep the debuff going -- wait for Ruinous Omen to open the second
Amdapor the mobs to remove the AoE release big guy
the player * Can pass the "Prey" debuff (so that Tank ignores boss and attacks Adds; boss will stay * There are three colors and four symbols. Match
* pull the little adds up & kill
no one gets eaten) by touching aggro'd on Tank, even though Tank is not up the pairs.
them, then have Tank pull big
another player before the timer is up; attacking boss. * Marks made on doors will persist through
add while DPS take out stones
grants Immunity Ruinous Omen
* first 3 mobs together * first mob to spores * tl;dr: Tank kills adds, DPS kills boss
Ignore doors and heal through Ruinous Omen if
speed run * Gremlin + spores * gadflies to next group (yes, it's completely backwards)
all party members over 4k hp
* then pull all up to chests * gadflies down to spores
* cannon section -- use cannons to * ignores aggro table; targets random people:
* each player takes a cannon; uses special hotbar
* similar to first boss of NM -- get blast the flyer tanks go DPS stance!
Pulls: * mostly spam Iron Kiss
behind him on Swinge * each blast brings Dragonfly Hunter * kill the Haraungers ASAP (the * abilities do not have ground marks or cast bars!
* first 2 groups * when shell goes up, stop damage until buff
Stone Vigil lv 50 * dragonflies + dragon
* move boss away from Adds, and DPS pack
wears off
ones that cast Dragon Blood) - * tail lifts -- Tail Swipe
(Hard) kill Adds ASAP (Adds give a buff to the can stun to interrupt -- else * rears up -- frontal cleave
(probably can do all if healer & dps * blast mobs on other cannons & NPCs
boss when they die, so keep their Pulls: they'll become Aevis * drop shoulder -- charge
are good enough) * use second cannon ability to interrupt Hard
dying AoEs away from boss) * first set of human adds to spawning * ignore the 2nd for now & kill the first
Stomp (ground AoE indicator)
dragonfly adds * in general -- do not stand in front
Pulls:
* target: will drop a pulsing ball on * can sneak around the far left to avoid * avoid the mummies! (even party members)
* top to bottom
player first group (note that pets are * when boss starts counting, hit it to interrupt * Light of Anathema -- similar to Glower -- no
* grab mobs while someone opens * first 3 rooms separately
* quicksand -- run out TERRIBLE AT SNEAKING) * otherwise, kill adds telegraph, but hits with mummy stacks; if boss
Qarn HM lv 50 the door, then drag the mobs onto
* kill the marked part of boss each * kill hands first * when the tethered add (Guardia) comes out, kill
(get the drop from 1st)
looks at you, run sideways
the spikes * pull the whole final room
round * pull all the things in the second it first and then interrupt the boss * line to player -- stun to break link, then run
* kill adds hallway (but cobras have Petrification) away; else you're getting mummified
Get the drop
* Dance:
* Atropine Spore -- stack on boss for safe zone. There is
-- The seedlings are untargetable and spew
* kill the honeycombs to stop spawns I hate bees >.> one right at the start.
* Aw, they're so cute. Ow, they're eating Bad Breath frontal cone.
* Orn Hornets have Final Sting * Frond Fatale -- Charm. Look away before cast finishes.
my face.... -- Boss casts frontal cone Bad Breath and
Saint spins (either direction).
* bees line up for Crossfire; avoid the line * Petal shower -- AoE targets on players. Spread out/do
On 2nd set, can destroy honeycomb * kills adds ASAP (they tether and buff boss) * can do big pulls to barriers not stack circles over other players. (Like Ravana)
Mocianne's i170 Pulls: -- Boss' hit box also Poison+Slow.
only and then run into boss room; * summons more bees that *immediately* Crossfire through here * kill adds. Immediately after the adds: Frond Fatale.
* morbol group * Kill adds
Arboretum * to end of hallway
bees can't go down the slide. the center. * little untargetable adds spawn and cast AoE puddles.
* melee LB the honeycomb Avoid. (Watch the center medallion -- one likes to sit
* drag morbol to next spawn {Fun Fact: the adds were originally supposed
* bees are still using Final Sting squarely in the center, so the AoE is obscured by the
to ALSO spin in random directions. Test team
medallion edge)
could not pass it...}
(If you did Gordias 3, then you'll recognize a lot of this fight) Fun with reading!
Can skip phases with high enough DPS.
Tank in the front right initially, next to the ground
* Human phase * suspicious statues are decoration, to be in the first 2 circles, without needing
-- Sea of Flames -- Ifrit-like plumes -- run around to spread suspicious to move
-- tether -- get distance (note the arrows point "away"); move * weirdest looking panda ever
after boss lands on you (will cleave) * "Quakes" -- get in the whirlwind circle
Great Gubal * don't stand in the fire!
* trash * Hand phase -- match your symbol to the lit circles * Pull options: * "Tornados" -- get in the dark Heavy circle
210 * Watch for the safe spots * pull 2 packs together (even down
Library (HM) * pull 2 packs together * Tornado phase -- frogs to group at top of stairs * "Imps" -- he'll turn you into an imp -- followed by:
the stairs)
-- tethered to the CENTER, not to another player -- frogs all the way to the end -- * "Thunder" -- imps take extra Thunder damage, so jump
-- Center also has a mark (+/-). Stand in relation to the only do this if you trust the in the imp circle to remove it
Center: opposites attract, so a + and a - will be pulled healer! And/or have ranged LB * "Darkness" -- eat it.
together (so get far); same repels, so get close to boss to use.
* summons a book in the center
(melee, if there's a ranged in the party, please do not LB this -- wait for meteors to fall (avoid the landing zones),
boss. Save it for the next trash.) then LoS behind them to the center.
* Revenge Time.
* Jumps and casts a huge AoE over the arena.
(Sometimes jumps twice before actually casting.)
* kill adds; they tether to someone and shoot * A10S! On exclamation point, sheathe your weapon and STOP Oh, it's you guys...
Baelsar's Double-pull. * Summons little things that cover the platform with
at them (can't pass tethers); large damage at Platform moves. Waves of enemies MOVING/ATTACKING.
230 AoEs -- destroy 1 (middle is fine), then stand on the
Wall the end spawn from different sides. * magitek bits around the edges = laser grid After the first bit, can pull all
Some adds tether to random players. clear spot.
* Prey -- high splash damage * lots of little adds. the rest.
* Restraint Collar on healer -- kill it before it kills
healer.
* Big Boot -- knockback on a DPS
* MT grab King; dps him down until he summons the * tank swap the king
Repeat Phase 1 but:
Moogles ** if burst of stars around the tank Moogle, means aggro
* MT grab PLD (Whiskerwall); OT grab WAR (Ruffletuft) reset -- get it back!
* once all Moogles down to 10% -- kill them all ASAP
* other Moogles do not have threat table/can't tank * BLM and now WHM cast Flare and Holy, respectively:
* King starts casting his ultimate when the first Moogle dies --
* move king away from other tank interrupt same as Phase 1
if he finishes, you die
* when buff on moogle with King gets to 3, tanks swap the * Moogles down to 10%, then kill one
** do not put DOTs on Moogles under 50% health -- else they
King (so focus target on the other tank's moogle) * dodge all the other AoEs (some new, some combos -- Notes on unsynced:
Thornmarch i80 * try to keep the king away from RNG and THF moogles basically, stay out of center)
die when no one is watching
* it's actually really hard not to kill Moogles early. DoTs are not
(Good King - (they also get that buff, and they get strong FAST)
*** King is invulnerable until ALL moogles dead ***
your friend.
Moogle Sol: 20 * healers -- esuna/leech all the debuffs * not sure if anyone bothers to tank the tank Moogles; pretty
*** King is invulnerable until ALL moogles dead ***
Poe: 11 * get all Moogles down to ~10% * healers -- stay away from the tanks (one of them does sure I see them wandering around.
Extreme) * BLM (Puka) for last because she'll cast Flare, which can "mind control" on 3 nearest people -- need healers to
*** King is invulnerable until ALL moogles dead ***
* King is still invulnerable until all moogles dead.
*** King is invulnerable until ALL moogles dead ***
ONLY be interrupted by hitting her 5 times clear -- else you'll walk into poison)
* when starts casting, hit until she stop, then switch
* (repeated because several groups have not understood this,
targets (but need them to have enough health that you can ----
and we have wiped because of it.)
do that without killing her) When first Moogle is killed:
* All Moogles dead? Kill the King ASAP. (can melee LB3 if have
* King casts Meteor
it)
* all Moogles at 10% -- kill a Moogle * run to center; heal everyone to full, pop all defensive
* King casts revive + heal on all Moogles, using his own buffs, throw up all shields
health to restore them * not at full? you may die
--
Phase 1 Phase 2 -- Adds Phase 3 Phase 3 (cont.) Phase 3 (cont.)
Earthshakers:
Assign: Omni-directional boss (all positionals get their bonuses)
* 1 DPS + 1 healer
* marks
* straight line of damage from boss to target
* where to stack (in DF I've seen: DPS left A, Healers right B, Yesod:
* targets should run to E/W sides
purple butt) * flash on the arena (snapshot!)
* Yesod at the same time! So everyone needs to be ready to move (and not into Malkuth: BIG knockback. Stack on his face. (You'll get knocked right to the
* order of add kill (in DF, seems to just be a burn, though * 3 seconds later, stone pillars of death rise on your snapshotted
the path of the Earthshakers) Storm -- start burning.)
works out to 3/1/6/1/3.) position
Transition at 65%
* so don't be there (or where anyone else was)
Da'at: Adds v2:
Ein Sof: * best to bait all pillars to the same spot (stack in center)
Spawns: * spread OUT, because splash damage * 2 sets of Binahs (4 total) -- tanks take 2 each
* a plus or X with one side missing.
* 1 Cochma + 3 Binahs * first hit: tankbuster * Storm of the Word -- BURN THIS before it finishes its cast. (If it finishes,
* puddles will spawn and grow huge. Go to the missing side. Force against Might/Magic
* 3 Binahs * then hits random players you're dead.)
* colored debuffs -- Might = orange/yellow (an "x" on the debuff);
* 1 Cochma ... 3 Binahs (small delay there) * always right after Earthshakers
Chesed: tank buster. Magic = green (a faint circle inside)
* 3 Binahs Towers + Yesod:
http: Towers: no buffs now, so only Tanks can soak. 1 Tank in each. * tanks stand on very edge of tower
Fiendish Rage (same time as Ein Sof): Life Force / Spirit:
Sephirot EX //dtguilds. 1 tank takes Binahs. Other takes Cochmas. * Yesod flash -- tanks move within tower ring
* marks 1 DPS and 1 healer. * Sephirot holds colored balls over the arena -- one orange/yellow
enjin. Balls: * then tower hit
* need to split damage. Can only take 1 hit! (with vines wrapped around), one green (smooth outline)
com/sephir All do room-wide AoE on death. * no debuffs, so general damage.
* all DPS stack. Healers+OT stack. * attack covering that half of the arena
otguide Binahs do ~1k, Cochmas do ~10k. * Do not need to stack on balls. Middle is fine. Another Ball, another Yesod
* stack in SAME COLOR AS YOUR DEBUFF
So want to stagger kills.
Ain + Ratzon
Pillar of Mercy + Ein Sof + Yesod: Pillar of Severity: get in the Storm of the Word to avoid death
* Ain -- 180-degree (half arena) hit Rapid succession:
Agree on a kill order at start: * Pillar = knockback. Want to be position so you're knocked back to safe (non-Ein
* Ratzon -- marks Towers: only players with ORANGE/YELLOW debuffs can stand in
*3>1>9>1 Sof) areas. repeats from start of Phase 3
* Ein Sof puddle spawns somewhere. Point the boss at it; them
*1>6>1>6 * 1st: stand in blue indicator (pillar) to bait Yesod. Ein Sof growing W. After Yesod
party stacks between boss and puddle. Ein Sof puddles + tethers:
*3>1>6>1>3 flash, stack on SE edge of pillar. --------
* Boss turns to random person to do Ain. Party is marked for * tethers (Da'at) Orange Players, but getting hit is bad for them
* etc. * 2nd: run to east of 2nd indicator (right between the Ein Sof puddles).
Ratzon. Party runs to other half of arena and sets up for * Green players stack under boss and intercept tethers. (Move
* 3rd: run SW of 3rd indicator. After second Storm: Hard Enrage. No Storm, arm comes down, wipes you
Ratzon. (Since we're between boss and Ein Sof, boss will around to make sure you have a tether (and it's not on the guy who
off.
cleave the side we don't want to be on anyway) stacked on you))
Earthshakers, then Da'at + Yesod (so slightly different order than 1st
* Ratzon -- 1 purple mark = really big circle. Greens = small * Orange players run back to safe spots around Ein Sof puddles
Earthshakers)
circles. Spread loosely to not be overlapped by more than Towers again: Orange again
one circle. Balls again: stack on your side
Towers, then Balls (no debuffs again)
C
Phase 1 Phase 2 Phase 3 -- Adds Phase 4 -- Nidstinien/Fang & Claw Phase 5 -- Towers Phase 6 -- Ahk Morn/Bombs
Ahk Morn -- "stack" marker. Everyone stacks.
-- Wait for all hits to occur before running out. Each time it's cast, an
extra hit.
* Mortal Chorus -- knockback + damage (can't fall off)
Order:
Hot Wing + circles + bombs + marks:
1. (West) Brobinyak * mark + big circle
* Hot Wing -- stack together on edge of boss' hitbox
2. (East) Falak -- put them along the walls. Stay away from center to bait.
* immediately after Hot Wing, the usual eye circles; stay stacked to bait
3. (Middle) Dragon (untankable) -- giant pillars from circles to player.
* 4 Towers: NE, NW, SE, SW them, then move forward in middle to avoid.
Beat him up until he flies away. -- OT -- watch for tether from one of the circles. Intercept + move away +
-- one player must stand in each tower * bombs: corners, then middle
Hot Tail or Hot Wings: * Tank swap after first add dies (puts stacks on tank -- can only cooldown.
-- healers will immediately get tethers -- wait for corners to explode, then run to your tower locations while
Divebombs: * random which one he starts with. No markers. handle 2 stacks from Falak)
-- therefore, tanks and healers should be near each other so tanks can pull center explodes. Drop your puddles.
1. Look NE. He comes from North or East. * after 1st, bait ground circles before moving -- helpful to move them nearer each other, so the tank can swap * Fang and Claw:
tethers
http: -- He covers slightly over 1/2 the arena, either on one side or * Hot Tail -- big pillar AoE down center of his body; get to flanks quickly. -- must kill both before they cast Self-Destruct.
-- 4 players will be targeted with red marks. One of the puddles will also Ahk Morn again.
Nidhogg EX //dtguilds. down the middle. * Hot Wings -- covers all of arena except down center of his body; * Dragon: -- target the Fang (East).
drop a tether on someone; needs to be picked up by tanks.
enjin. -- eye circles drop under people, + four people marked get to middle -- at 50% health, casts room-wide Vulnerability -- tethers to various party members: Blue (from Fang) and Red (from Claw) http://i.imgur.com/nOut2zU.png
-- puddles do line AoEs targeted at players; avoid. Bombs + circles + Hot Tail:
com/nidho -- bait circles to middle, then run out; don't overlap marks * basically, they're opposites -- targets furthest player with Fireball. Big windup, so you can run -- If Blue tethers take damage, the Fang gets healed. Blue tethers should avoid all
-- possible to skip Towers now with high enough DPS * bombs in center, then in 1 corner, then opposite corner (2)
ggguide -- get to the walls; he's fatter than you think * should have enough DPS to only see 1 set (or even none, these out after he targets. Have healers bait. excess damage.
* after second bombs appear, run to the very edge of opposite corner (2)
2. Look SW. He comes from either South or West. days) -- stomps around and randomly targets someone with swipe. Big -- If Red tethers take damage, the Claw gets damaged. Red tethers should run
* Super Jump -- pulsing marker; get distance. to bait circles
-- same as before. windup, so move away. (Damage Down debuff on hit players. As this into the orbs & take all the damage.
-- marker gets puts on a random player's position * then move forward a bit to avoid the circles
-- if you get marked again, make sure you're healed up Transition at 80% (sometimes 79%, if he's in the middle of something) is a DPS check, that's very bad. So dodge.) -- MT will get a Blue tether. Tank swap.
* after center bombs explode, move to that side of boss, but keep him in
before the second hits. -- Eye of the Tyrant, aka, "stack here" marker -- will always be on a Blue tether.
* 1 Divebomb on phase switch. Random direction. Rude. Spin that camera. the corner. Stay stacked.
If any adds left alive at the DPS checkpoint, they'll become They should run and stack with all the Red tethers.
* wait for first corner to explode
invulnerable. You will die. -- shortly after Eye, tethers swap. (Note that the swapping can be staggered.) MT
* Hot Tail: triangular safe spots (bombs in corner 2 exploding at same
will get a blue tether, so swap again.
time). Can also eat Hot Tail if you need to. (If Nidhogg is facing
Circles are meaningless.
diagonally, aim for the break-spot on his hit box, on the wings side; that's
* short time to DPS boss.
safe.)
Phase 1 -- Cake phase Phase 2 Phase 3 -- Adds Phase 4 -- Tethers Phase 4 -- cont.
Soar -- Divebombs: out then across
* clones first dive out along the paths 4 players with Ice (blue), 4 players with Fire (red) Interlude:
* then dive back across in the same pattern, but all the way across Each is tethered to someone with the same * Soar -- use Tank LB here
the arena Must stay near-ish to your partner (Zurvan's hit box width is max) * Demon's Claw + Wave Cannon
* AoE circles target tanks and DPS, *not* healers -- MT Hallowed Ground or Living Dead
-- If double-tanking: Double-stack the tanks in one spot; they'll live Wave Cannon: -- party does NOT stack to share damage in that case
* Will -- CRITS. Buffs damage quickly.
* Healer mechanic: one healer marked with Stack, one marked for * randomly party member marked; giant column AoE at them
* Thews -- don't do much
splash damage * have them move away from the group (either Flank or in front (tank move)) Repeats from the top of Phase 4.
* Wit -- Merycidian Meteor -- always kill #1 (cast finishing = wipe)
-- run to center and stack with stack healer; other stays out * adds Bleed; heal through -----------------------------------------------
* Wile -- has a look-away ability -- always position so your back is to
the Wile, Healers especially because you need to heal here
Can be single-tanked to push damage. Demon Claw -- knockback + stun on tank for slightly over 50% of Tyrfing: How to Tether (from Xenosys Vex's guide):
arena * 5 hits on MT, then a splash Fire III https://www.youtube.com/watch?v=B6v4aCXO_Aw
First:
* East, then North, then West fall * pull Zurvan off-center; during cast, run through Zurvan * Waymarkers at W (A), N, and E (B)
* Will + Thews -- North
* targeted AoEs on players. Best to stack together to bait. * Charge -- OT or sturdy DPS stack closest; everyone stacks in zone Southern Cross: * one set of blue + red start at A, and other set starts at B
* If you push him to 75% before a certain point: Will skip first to absorb damage * same behavior as before: party left, MT right (still Cleave) -- they have someone mark one person of the color opposite from the
Zurvan EX Soar and Demon Claw/charge
Second:
tank's color -- that pair then goes with the tank's pair
* Wit -- East
-- if you can get to 79% by the drop, will should be able to Ice circle underneath; do not run in Broken Seal: * if equidistant to both circles, move clockwise to find yours
* Wile -- South
skip Cleave x3 on tank * 1 of 3 patterns: edges of arena, 2 diamonds, melee range
* 2 Will -- West -- tank grabs and take to Wile
-- there's also a point where you don't skip Soar but do skip * party stack behind * Each pattern has 2 circles of the same color near each other How to Tether if no marking:
Claw Biting Halberd -- 270-degree attack targeted at a player * Match your color to a circle * The pair with the same color as the tank, move opposite the tank.
Third:
* run behind. Stay stacked for next * Move with your partner to a circle pair, and each of you stand in one to soak the * One of the other pairs creeps up to "pair" with the tank, other moves
* Wit -- West
Southern Cross mini-meteor back
* Wile -- North
* MT stack with party first * Followed by either Biting Halberd, Ciclicle, or Tail End, based on Broken Seal * spread clockwise from there
* 3 Thews -- East
* end of cast: MT moves right (Cleave coming), party moves left; pattern
* Will -- South
leave ice puddles behind -- outside edge = Ciclicle A note on No Tether:
-- melee range = Biting Tail * If someone died and you have no tether, go stand under your meteor
1 of 3 mechanics: -- diamonds = Biting Halberd anyway. If you have the debuff, you should live. If you were revived and
* Biting Halberd again do not have a debuff, you will die, but you will soak the meteor, which
* Ciclicle -- get in melee range Repeat. means no Vuln Up stacks on the group. It's semi-recoverable (especially if
* Tail End -- get to edges it's the second half of the phase, and if you can get both players back up).
HW Raid Alexander Normal/Story Mode
Gordias (A1 - A4)
Unlocking
* Talk to Slownix in Idyllshire. Follow the quests until it's unlocked.
* A new quest at each stage. (Just talking, though.)
Notes Notes Upgrade
Recommended iLevel: i170 Body 4x Tarnished Gordian Shaft A4
Tomes: 20 Law Legs 4x Tarnished Gordian Spring A3, A4
* does not drop gear Head 2x Tarnished Gordian Lens A2, A3
* instead, drops tokens in chests that the party lots on Hands 2x Tarnished Gordian Crank A3, A4
Gear Dropped: * use tokens to buy gear Belt 1x Tarnished Gordian Chain A1
* tokens are unlocked now; can get as many as you want all the time Feet 2x Tarnished Gordian Pedal A1, A2
Once unlocked, Alexander Normal/Story can be queued in the Duty Finder Accessories 1x Tarnished Gordian Bolt A1, A2
Fist Loot
* MT pull boss to entrance
A1 * kill first 2 Alarums (Emergency Deployment cast)
Trash boss:
* when 2nd boss appears, OT pick up on opposite side. Bosses buffed when too
* OT takes adds to one side. Party ignores.
close.
* Burn main boss.
* 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
* Feet * healers -- Prey -- circle over player -- they're about to get hit several times
With better gear, a push to go faster because of the Relic, and Savage
* Waist hard and fast. Shield, regen, heal. (But no one ever LBs...)
tactics creeping down, the general strategy now is:
* Accessories
* Alarums -- kill so that death puddle covers the area under the lasers
* MT grabs everything.
(basically, the death puddle will soak the comet, if that helps)
* burn Faust.
-- pink death puddle does Minimize, so stay away
-- general DF strat seems to be: 1 DPS for 1 Add
(However, not every group does this, so OT be prepared to grab adds if
the MT isn't.)
* Bosses need to die within 15s of each other
-- after one boss dies, LB 2nd
A3 Tornado:
* kill adds ASAP
Human Phase: * yellow tether from tornado -- tank intercept it
Phases are HP% based
* spread out with marks (big splash AoE at mark); also circle AoEs -- if you have tether: HOLD STILL until tank can get it, then RUN AWAY
-- try not to run in between tanks and whirlpool
Human > Hands > Tornado
Hand phase: * Other tether type (T11/DNA/Christmas) with positive/negative charge
* Legs Human > Hands > Tornado
* party stack in center; tanks stack in front to share cleave -- or turn indicators over players:
* Head Final Human
around and share with the whole group -- opposing charges -- get AWAY from each other (Opposites Attract -- will pull
* Hands
* circle punt you together)
* can skip some phases depending on DPS *
* when it splits into 2 small ones, OT picks up 2nd -- same charge -- stack together (Same repels -- will push you apart -- make
(In my experience, it's rare in DF to see Human > Hands >
* tanks need to face hands away from each other, as each has cleave sure not thrown into electricity)
Tornado > Final, but it can be done.)
(do not share now)
Final Human Phase:
* tank swap on 4 or 5 stacks
* AoE circles on the ground; avoid.
* Enrage
Loot
* Tether -- run away (note that the arrows point away, even). Do not stand
between the boss and the target.
(bit of trash first)
* Boss casts "Trap" -- he jumps to a button and pushes it; traps happen. (Don't
step on buttons otherwise.)
* Electricity along the edges (Sohr Khai-esqe) -- avoid. Also a set of
* Boss gets mark over his head -- red/triangle, run out; green/circle, stay
* Feet guns pointed just inside that strip (a Trap) -- avoid that area as well.
close.
A10 * Head
* Accessories
So very narrow place to work.
* Bulldozer -- DPS it down before it runs you all over. (Buttons are not active
* tank boss on back wall or between last 2 buttons, facing side (so
here.)
melee have room without standing on buttons).
* blades along the side, over buttons -- find a safe spot between the blades and
* big wind-up tankbuster -- can't seem to avoid; cooldown through it.
wait. They hit more than once.
* spread out marks.
* adds near the end -- OT pick up. DPS them down, else they explode for
massive damage.
Loot
* 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)
* 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
Time stops:
big beam straight out from each (in a cross); safe spot at the corners.
* all your mechanics from above, so should be in position. Mechanics will hit
Vulnerability stacks if you get hit.
and start while you're Stopped, including Sacrament and Tethers.
* Hands * Prey (circle) markers -- spread away from group.
* Watch for the next mechanic, and be prepared to run/handle as soon as
* Chest * Adds:
A12 * Legs -- 2 sets of 3 -- stack and burn.
you're free.
* minion -- 2 Generals' Might -- 1 tank each (hit kinda hard).
* 4 balls spawn -- 1 DPS per ball. Go inside and kill the add, else immediate
-- 4 Wings -- non-tankable. BURN THESE ASAP. (Ignore the Generals for
wipe. (Also, note the scene down on the battlefield while you're inside -- it's
a second, burn the new ones). They all do room-wide AOE for 3-4k
not the fight you're in.)
each, and they do it a LOT. Helps to focus them down 1 at a time.
-- if a DPS can't make it, either a healer or OT can go in.
* Ultimate -- tank LB at 3-5s.
-- once your add it dead, can jump to other platforms to help.
Notes
Loot: Unlocked.
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.)
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.)
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.)
on the way Boss
Cetus
* 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
VA1 Run through the available route, killing things as you go.
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)
Cuchulainn
* 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
Coffin room. (Well, technically they all are.) * 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,
VA3 * Burn 3 adds ASAP (stun/silence their big move, else it'll hit the
whole party for all the damage).
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
* kill adds along the sides, then burn the big guy down. 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)
Echidna
* 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!
VA4 none * 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.
Loot: Unlocked
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.)
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.)
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.)
HW The Void Ark raids
Arachnae Eve
* 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.
Mach1 * round marks -- mucus -- same as Void Ark second boss
* two waves of gators * ring AoEs -- wait at the edge of the marker, then run back in to the zone that just
(yes that's a * one set of scorpions/spiders exploded.
bad pun) * "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)
Lord Forgall
* 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.
Mach2 * nothing fancy * 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 cleanse 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
Ozma
* 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)
* fireballs on either side -- one alliance to each -- do not stack them (with either your own party's or another's), else bigger damage
* gates go up: kill the orb + adds to get walls down -- squeeze up on the front of the platform until they explode
Mach3 * step on the little platforms to launch bubble -- healers: when more than one meteor, get ready to heal
* hide in shield -- 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.
Calofisteri
* 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.
Mach4 -- 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.
*k
#3 Dun Scaith
Unlocking Complete Weeping City of Mhach. Pronunciation thread: https://www.reddit.
com/r/ffxiv/comments/5okw7t/how_do_you_pronounce_dun_scaith_and_scathach/
Quest: "Where Shadows Reign" Sea of Clouds
Loot: Once weekly: Mhachi Matter Auto-drop on first clear (beating final boss) each week.
Quest in Idyllshire. Auto-drop on first clear (beating final boss) each week. Beating Proto-
Once weekly: Proto-Ultima Ultima is NOT required (that is, you can queue in progress and only see Diabolos; still
counts).
Gear & Penny is unlocked
HW The Void Ark raids
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.)
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.)
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.)
* Crystals summon adds -- kill crystals to not deal with adds Ferdiad Hollow
(similar to World of Darkness Scylla trash) * Has a lot of his moves from Amdapor Hard (though no blobs)
* avoid Eyeball gaze (look N/S instead of E/W), then kill eyeballs * Marks -- drops spinning axes; drop away from raid
(also a limit on how far eyeball splash goes) * Player debuffs -- fire or water. Circles that are red (flame) or blue (bubbles). Flip the
* kill Dragon 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.
DS2 * 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
Diabolos
Phase 1
* 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.
Phase 2
IMPORTANT:
RUN BACKWARDS first to the chests and open them.
Then buff/etc. before starting the fight.
DS4
Also note: if you wipe during Phase 2, you'll restart at the
beginning of Phase 2.
HW The Void Ark raids
* 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
IMPORTANT: -- does Crit damage to MT at this point
RUN BACKWARDS first to the chests and open them. * he spams the move where she turns to someone and shoots an unmarked column at them
Then buff/etc. before starting the fight.
DS4 * Marker over head from Scathach -- same big drops; run away from people.
* Large Meteor in the center -- tank soak.
Also note: if you wipe during Phase 2, you'll restart at the * kill doors again; kill adds if you miss. Stun Abyssal Cry. (Best to pile on one door)
beginning of Phase 2. -- 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.
ARR The Crystal Tower Raids (LotA, ST, and WoD) -- now with XP from bosses!
#1 Labyrinth of the Ancients
Unlocking (aka, The Crystal Tower (CT), even though it's not actually inside the Tower yet)
Revenant's Toll 1. Speak to Outlandish Man for "Legacy of Allag" quest
St Coinach's Find 2. Speak to Rammbroes. Get GOLD in 2 Fates (note: not difficult; 2 players or 1+chocobo can clear):
a. Earth Camp Overlook (Outer La Noscea) -- U'ghamaro Mines -- "Stopping the Shakes"
b. Water Aleport (Western La Noscea) -- Sapsa Spawing Ground -- "Making Waves"
St Coinach's Find 3. Speak to Rammbroes. Get GOLD in 2 Fates (note: not difficult; 2 players or 1+chocobo can clear):
c. Fire Forgotten Springs/L. Ala Mihgo (S. Thanalan) -- Zahar'ak -- "He's a Firestarter"
d. Wind Dragonhead (Coerthas) -- Natalan -- "The Storm Caller"
St Coinach's Find 4. Speak to Rammbroes for "Sanding it Down" quest
City Where NPC
Ul'dah Goldsmiths' Guild Serendipity, Biggs
Experienced
N. Thanalan Camp Bluefrog
Adventurer
north Wedge
St Coinach's Find 5. Speak to Rammbroes for quest
City Where NPC
Gridania market Parsemontret
South Shroud Urth's Gift
North Shround Ixal Logging Grounds
Proud Creek (next to Ixal)
St Coinach's Find 5. Speak to Rammbroes.
Crystal Tower 6. Go to the entrance to add to Duty Finder
Notes
Recommended iLevel: 50
Tomestones:
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.
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.)
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.)
on the way Boss
The Bone Dragon
* MT - Bone Dragon (BD)
* OTs - Platinal skeletons - Start Aggro combo on DB, then hit Platinals with final to get
* Stand on the green platforms -- poisoned water will fill in later, massive aggro lead. Provoke/pull these down the pathways and kill them at the end. Also,
in stages kill them on separate platforms.
* kill weaker enemies first (AoEs) without pulling the others * skeletons that are not dead before the BD dies will Haste/run to BD and AoE the room
* Valefors -- huge tail swipe! -- so tank with side facing party (do
not turn them around!); melee, watch positioning Phase II:
* Valefors have a Disease debuff (eye attack?). Decreases healing * dead skeletons are raised & run to BD corpse
done to you. Healers, Esuna it off before Curing. * have Heavy *if* not near others (Haste + tether if near another skeleton, & Haste if too
close to BD)
LotA1 * mob of tanks grab little mobs. * skeletons that reach corpse cause room AoE
* a tank to each big guy. Big ones have punt back. * once all skeletons dead, BD resurrects; kill it again
* pull the Eyes first & kill. Then go to the Dira. Phase III:
* Eyes spawn, and BD resurrects again
================== * OTs pull eyes away from group. Eyes will do Petrification.
currently: * everyone else kills BD.
* pull it all, burn it all. (still watch the Valefors, though). * BD has huge frontal AoE that does Charm.
==========================
currently:
* burn and heal through
====================== ==================
currently: currently:
* Still need 4 to trigger the platform. * burn. Alliance C should never get the debuff.
King Behemoth
====================
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.
======================
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.
Glaysa Labolas
* 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
* trash is not difficult, just lots of AoEs and tanks fighting for * platforms activate -- still have a few seconds to damage boss
ST2 aggro * 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).
Amon
* trash is not difficult, just lots of AoEs and tanks fighting for
ST3 aggro
ARR The Crystal Tower Raids (LotA, ST, and WoD) -- now with XP from bosses!
* 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
* trash is not difficult, just lots of AoEs and tanks fighting for * frogs! Can breathe fire to free people from ice or can try to kill mobs (but AoE breath will
ST3 aggro hit party, too)
* ice -- hide behind during Final Curtain
====================
currently:
* still have to hide for Final Curtain
Xande
* 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.
ST4 * nothing -- 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)
World of Darkness
1. Clear ST.
St Coinach's Find 2. Speak to Rammbroes.
Notes
iLevel: 90
Party structure (pre-mades as well): 1 Tank/2 Healer/5 DPS
Cloud of Darkness
Notes Notes
Recommended iLevel:
Tomes: Sol: 10, Poe: 5 (Turn 3 = 0 Tomestones)
Gear Dropped: iLv 90 armor & accessories (Turns 1-4); iLv 95 weapons (Turn 5)
There are 5 "Turns", or sections, to the dungeon that are queued and completed separately. Only T5 is required to
unlock 2nd Coil.
Turn 5 Phase 1 -- 100% - 85% Phase 2 -- 85% - 55% Phase 3 Phase 4 -- 55% - 30% Phase 5 -- 30% - 0%
The Second Binding Coil of Bahamut (SCoB), Turns 6-9 (Turns 1-4)
Unlocking Unlocking
After beating Turn 5, go back to the Waking Sands.
* talk to Alisae and Uriangier
* Go to Fallgourd Float
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.
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.
Loot Phase 1 Phase 2 Phase 3 Phase 3 - strategy
* tank swap at 2 or 3 stacks
* rest of group stays behind Raffie
70%: 40%:
* Thorny Vine (tether) -- run apart to break
* same as Phase 1 + BLIGHTED BOUQUET: * Leafstorm: Burn Strat
* bulbs -- kill the ones in the center; let outside grow
** 1-shots anyone moving at all at end of cast (not necessarily a one-shot ** AoE raid damage * LB the slugs
Tank -> bracelets, head, boots
anymore, but still hurts) ** spawns 3 slugs * avoid big AoEs
Caster -> necklace, ring, boots Devour (yellow flower mark) -- every other Thorny Vine
** sheathe your weapon and stand there!! * Acid Rain -- raid-wide AoE * Acidic Honeys spawn -- ignore & burn boss before 10 stacks of Acid Cloud (~2 min)
Mnk/Nin -> earrings, belt, head Options:
** Acidic Honeys spawn -- cast cloud debuff that increases damage from Acid Rain LOS strategy (different): http://www.reddit.
Dragoon -> gloves, earrings * marked player runs behind Raffie to the nearest new patch; everyone
* Honey-Glazed -- debuff: * Swarm -- like Death Sentence Intended strat: com/r/ffxiv/comments/2m7lwl/a_guide_explaining_los_for_t6/
Bard -> earrings, belt, boots else in front
** Bee add -- kill ASAP -- Final Sting ** can either tank swap or pop cooldowns * destroy 2 slugs, OT holds 3rd until Honeys
Healing -> earrings, gloves, boots * marked player runs in front of Raffie, everyone else behind; run back
** Blight still going on -- must stop * OT drags slug to Honeys; becomes Super Slug
when flower disappears (single LoS)
** player will KEEP debuff until dead or Devoured -- * blue mark -- Laser! * destroy Super Slug
* marked player stays behind, everyone else to front; run front when
--- next time Devour is up, that player must purposely be eaten -- follow same * damage split over all players hit * no Acid Rain extra damage b/c no Honeys
flower disappears (party LoS)
mechanic as Phase 1, but player stays in the usual danger zone * so group up, and be sure to break vines straight back
* marked player runs to one side of Raffie, everyone else to the other
(triangle)
Turn 9
Turn 4 Loot Phase 1 Phase 2 - 65% Phase 3 Phase 4
Stardust Green Marks Nael jumps -- prepare for Megaflare/ Heavensfall
<47% (well that's random)
-- marks random player with red or yellow symbol -- similar to meteors, but drops a Golem -- MT away from group initially
https://www.youtube.com/watch?v=Zmqln3lIN24#t=659
-- drops meteor on their head when mark disappears -- drop away from meteors -- rest stack (not in center) -- Adlo, Stoneskin, Soil
Bahamut's Favor
-- move away after it disappears! -- most groups drop in the center of the 3 inner circles -- Nael drops on Tank at the same time a massive pillar lands in the center; knocks
-- stacking debuff that increases Nael's damage ALSO IN PHASE 4: http://solitude.guildwork.com/_/turn-9-guide
-- meteors too close together (<8 yalms) = WIPE back party
-- works as Soft Enrage -- Lunar Dynamo (now hits everywhere EXCEPT melee)
-- set a pattern, drop them that way Golem Colors = abilities -- avoid the yellow ground marks
-- Iron Chariot (now a point-blank AoE on MT) Order:
-- can do end of "feathers" and directly in between, all around edges GREEN (tank)
Bahamut's Claw: 5 fast HARD hits on the tank -- Thermionic Beam
-- Hard cleave (face away) Add -- Ghost of Mercydia
-- Super Nova (x3 at a time -- stay away until 2 are out) Fire OUT
Ravensbeak -- kill first -- huge AoE explosion on death
Divebombs: -- Meteor Streams Thunder
-- boss disappears, then hits tank hard and applies a debuff BLUE (whm) -- Binding Chain -- targeted party member will die if the cast finishes
-- 3 dragons in 1 of 3 set patterns -- Divebombs Lunar Dynamo
-- debuff explodes in 12s, AOE damage to anyone close (melee stay -- Magnetism = sucks anything nearby in -- Burn Add to 50% ASAP (only casts Chain in top 50%)
-- 2 dragons dive first, then 1 dragon dives Fire IN
max melee distance) -- interrupt Earthshock (non-dispellable Paralyze!)
Tank -> ring, chest, weapon Divebombs Thunder
-- can tank-swap between Raven's Beak for cooldowns (but whole thing RED (Bard) Add dead --
Caster -> earrings, pants, weapon Iceclaw/Icebitten: -- bait divebombs to outer edges: dragons dive in a straight line from initial Fire OUT
can really be single-tanked now) -- Earthen Heart -- hard AOE + zone -- 3 small white circles spawn around arena
Mnk/Nin -> pants, weapon -- casts sequentially through party position to mark -- so want to cover as little a slice of the arena as possible Thunder
-- Heavy Strike 270-degree AOE -- players with Garrotes run in to circles to clear
Dragoon -> belt, chest, weapon -- You will be killed by next Ice -- two dragons in first dive (marker is between), one dragon in second (marker is Chariot
Iron Chariot + Thermionic Beam -- circle despawn quickly
Bard -> chest, weapon -- can only be removed by Fire just to one side) Super Nova
-- spread to the outside to bait Iron Chariot After 30s, COLORS SWAP!
Healing -> pants, weapon -- basically, you want the dragons in and out of the arena as quickly as possible, so Thermionic
-- once Chariot is cast, stack in center to spread Beam dmg 2nd Heavensfall
Fireball/Firescorched: make them turn their heads, see the mark, dive, and then the edge is right there Fire IN
-- Monks -- Shoulder Tackle to IC, then a skill, then out, then a skill, Goal is to use Golems to clear/eat the meteors -- now with Super Nova (black hole AoE)
-- yellow line on player; AoE incoming so they're gone Thunder
then chase back to keep stacks up ** BUT -- if 1 Golem gets 4 meteors = SUPER GOLEM = WIPE -- sucks in nearby players + gives Heavy
-- You will be killed by next Fire -- set marks during Bahamut's Favor
** Also if 2 Golems get too close together = SUPER GOLEM = WIPE
-- can only be removed by Ice 1st set: (see T9 phase 4 timing tab)
Lunar Dynamo ** can't outgear the wipe If needed -- melee LB here to push phase/avoid 2nd add
-- double-meteor stream, so stay apart
-- midrange (melee + max range is safe)
ODD fireballs OUT 2nd set:
-- heals Nael for each player + pet that is hit After 65s, new meteors
EVEN fireballs IN -- Lunar Dynamo after second dive, so stack It's a well-coordinated dance -- there's a Fire IN right after stacking
-- need all phase 1 meteors cleared before
for Lunar Dynamo; there's a Fire OUT right before needing to spread
Meteor Stream -- these meteors sequentially mark 6 players
Thunderstrike: Cycle repeats for remaining anyway for Iron Chariot/Super Nova, then a stack for Thermionic
-- marks 4 people with purple marks -- solution -- group and run to drop points (so no matter who is targeted, it goes
-- paralyzes player & anyone near right before a Fire IN. The main thing to watch for is Thunder, and to
-- will slam into them and do AOE around them where you want it)
-- must move out of group (usually behind Nael -- still need melee range b/c of Lunar coordinate that person's movements around the other mechanics.
-- every other Meteor Stream will be a DOUBLE SET (Two Sets of marks,
Dynamo)
one after the other) Golem phase again -- same as before
trash
Turn 10 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
Loot Phase 1 Phase 2 - 85% Phase 3 Phase 4 -- 55% Phase 5
* Rings around the arena will become electified throughout fight Boss immune * All same abilities plus: * New: Electric Surge -- roomwide AoE
(Electrocharge) * Heat Lightning -- randomly hits 3 players -- randomly (?)
* Electric Charge -- a stack on boss given when mechanics aren't done Adds: -- Vulnerability debuff Boss Immune -- also anytime someone dies or mechanics are ignored (e.g., Prey not shielded)
right or someone dies * 2 Sons and 2 Daughters -- also small AoE damage
* Frontal Cone (Crackle Hiss), tail cone (Spike Flail), + tank buster * Each tank picks up 1 of each Adds: * New: Cyclonic Chaos (Tether)
(Critical Rip) * adds get bonuses if same type are near each other * Wild Charge + Heat Lightning: * 2 sons and 2 Daughters -- 1 player targeted; 2 others must stack with them to spread damage
* Sons: Crackle Hiss and Spike Flail, and Electric Poo circle -- players with Vulnerability CANNOT stack to absorb Wild Charge -- they will die * start same as Phase 2 -- CANNOT be anyone with Vulnerability debuff
Tank -> bracelets, ring, boots
* Tank at the N. edge of the innermost circle * Daughters: Prey (so kill first) -- if OT has Vulnerability, must Tank Swap (note: run around the Electric Poo, not * BUT -- 1 more Son and 1 more Daughter incoming Tether + Wild Charge:
Caster -> necklace, ring, head
* Prey -- red dot -- target needs Stoneskin or Adlo (not Succor) ASAP * must be turned so that their bodies (and therefore, their abilities) are parallel, through it. Both tanks, RIP.) * Caster LB3 on all adds immediately Things start to happen at once: -- mark melee 1 & 2, mark ranged chain 1 & 2
Mnk -> necklace (Slaying), head, belt
-- if not shielded, when Prey explodes, target takes damage + Paralyze, creating safe zones for party * Alternatives: * Heat Lightning + Tether -- same as Phase 3 -- only those without debuff stack -- Tether -- melee soak -- if 1 or 2 doesn't move to tether (has WC),
Nin -> head, boots, belt earrings (Aiming)
+ AoE * kill Daughter/Son in one group, then Daughter/Son in second Cycles between HL and WC+HL -- kill Daughter from one tank and Son from other tank; then tanks each pick up the * Heat Lightning + Wild Charge -- same as Phase 3 -- only those without debuff backup moves in
Dragoon -> necklace (Slaying), belt,
* Wild Charge -- blue dot missing one stack -- Tether -- melee marked -- backup moves in for that #
gloves,
-- target run behind boss (edge of inner circle) Boss no longer immune Electrocharge --** kill one tank's adds, then that tank picks up both new adds ** * Tether + Wild Charge --
Bard -> earrings (Aiming), gloves, belt
-- target will first explode with small AoE -- do not stand in this! * beat him up * Still kill in order: Daughter/Son (because of Prey) -- 2 teams -- one handles Tether, one handles Charge also an option -- Tether to one side, Charge still down the middle --
Healing -> earrings, head, shoes
-- 3 people must be stacked between boss & target -- OT closest, then * He's been building Electric Charge stacks this whole time; this continues -- one idea -- melee always Tether (with ranged as backups for each melee); to give everyone more time to react
2 others * casts Electric Burst -- damage proportional to stacks Boss no longer immune Ranged + Tank always Charge (with ranged as backups for each healer)
-- boss drops big electric circle just before Charge -- don't stand in -- * 14+ stacks = probably kills everything except tanks * beat him up * Prey/Critical Rip still happens between
massive damage * He's been building Electric Charge stacks this whole time; this continues
-- immediately flips to MT and does Crackle Hiss, so everyone else * casts Electric Burst -- damage proportional to stacks (Note: every other will be HL + Tether; one of the two Charge combos will be
needs to slide down as the boss charges to avoid cone * 14+ stacks = kills everything except tanks randomly selected after -- so similar to Shiva EX final phase, with Bow >
(Sword/Shield))
Electrocharge
Nerve Cloud:
* every other Secondary Head
* not as bad as phase transition NC, but still keep up all mitigation
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.
Turn 12 no trash
Turn 13
i123 Loot Phase 1 Phase 2 -- 76% Phase 3 -- 52% Phase 3 -- continued Phase 4 Akh Morn Rotation
GIGAFLARE GIGAFLARE TERAFLARE
* high-damage raid-wide AOE -- get up all the mitgation * mitigate, mitigate, mitigate
* stand in Neurolink or dead
Adds -- Shadow of Mercydia Divebombs -- * Tank LB3 as well at 5s
* 3, on timers: N, SW, SE * B. appears somewhere and marks one player (red orb) -- will dive straight from his
* tank away from B. spot to where the mark appeared Akh Morn
* Melee LB1 as soon as you can to let it build up to LB3 by P4 (not really * pull the 2nd and 3rd more north, else they'll tether to and buff B. * Twin appears random place and marks one player (green orb) -- will dive straight * hard hit on primary target and nearby players
needed anymore with gear+Echo) * kill ASAP from her spot to where the mark appeared * extra hit each time it's cast
* WHM -- DO NOT HEAL until the OT has very solid hate on this add. Adds are just * Stack in center to bait both to go straight through the middle -- personal * 5 Akh Morns, then Enrage
* Tank B. in the South looking for an excuse to eat your face. positioning after
* move as soon as Twin's green mark appears ("Green means go!") Tempest Wing (tether + Twister)
Moar Adds: Twin > Gusts > Blood > Sin > Pain
* Flare Breath -- tank attack Flare Star -- Tethers/Orbs * run to your spot -- look forward and backward for Twin; dodge as needed * players tethered during Megaflare and Earthshakers
* Twin: Plummet > Death Sentence > Plummet > Plummet > DS
* tether to player(s) and move towards them. Debuff stack (Suffocated Will) + * go to the safe zones -- best to split raid in half for dodging to the 2 zones so you're * spawns giant twister, with high damage plus AoE knockback
* one tank takes to S. Also gets Gusts (be ready to AoE aggro when they spawn) 1st: CDs
Tank -> weapon, body * Megaflare -- 3 things in quick succession: damage on contact. ready for next: * tank intercept tethers and move away from group (stick it in front of Bahamut)
* other tank takes other adds. Initially keep near Twin for damage on all.
Caster -> weapon, pants -- Ground AoE on 3-4 players (spread) -- dodge out of the big circles, * damage greater with more stacks
* when Pain spawns, drag away from Twin & Gusts (Blood & Sin should be dead by then) 2nd: Holmgang/Hallowed
Mnk -> weapon, pants but not near anyone else because: * non-tanks -- 2 stacks MAX Megaflare immediately after -- spread for circles & splash; marked stack in center Megaflare plus Tether
* kill Twin, kill Gusts, work on Pain
Nin -> weapon, body -- AoE Splash on 3-4 players (spread) -- if you have the little marks, * could all tether on the same player, so others need to intercept * can have 2 Pillars now
3rd: CDs
Dragoon -> weapon, pants move to A now * repeats 3times during single add phase Adds -- Blood and Pain * If you don't have Megaflare lines, watch for Towers and jump in them
* Twin drops massive neurolink. Use to survive ultimate -- so she must die before then
Bard -> weapon, body -- marks on 2-4 players -- STACK OR DIE -- stack on the mark * pull Pain to West
4th: Holmgang/Hallowed
Healing -> weapon, body Flatten, Flare Breath, & Megaflare continues * DPS on Blood -- has either Magic or Physical Stoneskin -- only hit if it's opposite Earthshaker + Tether
* B. reappears with Divebombs (single set, since Twin is dead)
* Flatten -- high tank damage + **3** Flare Breath * Flatten + 1 Flare Breath from you * puddles last twice as long, so layer them as tightly as possible
-- stack in center to bait. 3 seconds, then run. 5th: ALL THE THINGS
* Megaflare NEW -- Pillar -- appears on a player; at least one player stand in until * then "No, to the pain!" * when first set disappears, second set still out -- then third set needs to be
-- Megaflare again
* Earthshaker -- 2 players marked its gone (else bleeding debuff on raid and probably wipe) dropped still
-- Pain may still alive, so still be DPSing until it's dead
-- 1 - straight-line damage between B. and mark Adds Part Deux -- Gusts * Flare Breathe immediately after Earthshaker -- if MT takes tether, LOTS OF
-- 2 - rapid-drop 3 puddles of poo -- puddles last a long time, so place Rage of Bahamut -- after Megaflare * absorbed by Pain = more pain DAMAGE on MT
them well * raid-wide AoE based on Suffocated Will stacks * Keep the Pain separated. Kill Pain, then kill Gusts (can be left up longer; don't hit
- drops immediately when B. rears up/cloud of dust explodes on hard. If Monk, just to keep stacks up) GIGAFLARE
spot - move now After Rage, 2nd Add spawns * stack for heals. Mitigate all the things!
Repeat above until Rage + 3rd Add Adds Part Three -- Sin
* one tank each, stack in middle Repeat until dead (either you or the boss)
--- * Evil Eye -- damage on random player; proporitional to Sin's health. DPS ASAP.
There's an alternate strategy where you move the BOSS instead of the adds. My After 5th Ahk Morn: Gigaflare (Enrage). If he's not dead by the end of the cast,
group doesn't do it that way, but I presume you move him to the opposite side Divebombs + Megaflare again. you're dead.
from the add spawn.
Not relevant since most people run it
#
Phase 4 timings unsynced now, but leaving it up
anyway. This is how it used to be,
kids!
from: http://solitude.guildwork.com/_/turn-9-guide
and: https://www.youtube.com/watch?v=Zmqln3lIN24#t=659
2 2
Fire OUT Thunder Lunar Dynamo Nael
1 Look at your debuffs Look at your debuffs wait for 1st, wait for 2nd stack! stack now!
4 2
Fire OUT Thunder Iron Chariot Super Nova Thermionic
3 spread out Look at your debuffs spread out now stack (3rd Super Nova out)
1 Look at your debuffs Look at your debuffs check your map/look N/move as needed
Meteor Stream and/or Repeat from 1
5 2 Fire IN Thunder Divebombs Lunar Dynamo*
3 stack! Look at your debuffs spread out center-ish
Odd divebomb set Double Meteor Stream (Odd = Out, just like Fire)
Even divebomb set Meteor Stream + Lunar (Even = In, just like Fire)