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	<updated>2026-06-24T02:22:47Z</updated>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes_(Extreme)&amp;diff=821307</id>
		<title>The Wreath of Snakes (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes_(Extreme)&amp;diff=821307"/>
		<updated>2024-08-11T15:33:38Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|The Wreath of Snakes}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Wreath of Snakes (Extreme)&lt;br /&gt;
| description = The wandering minstrel has never been one to pass up an opportunity to take artistic liberties for the sake of drama. On this particular occasion, he has embellished the circumstances surrounding your battle with [[Seiryu]] of the Four Lords on a secluded isle in [[the Ruby Sea]]. Indeed, no one could have possibly predicted that a Hingan tanka would possess such power as to spirit you through time and space unto an alternate reality, but seeing as you and your (imaginary?) comrades are in this (imagined?) realm, you may as well make the most of it.&lt;br /&gt;
| image = the wreath of snakes (extreme) banner1.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| location = The Wreath of Snakes&lt;br /&gt;
| region = Othard&lt;br /&gt;
| entrance = The Ruby Sea&lt;br /&gt;
| entrance-coordinates = 37.5, 15.4&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 4.5&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Wreath of Snakes (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Overview==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Auspice]]: [[Seiryu]]===&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
The battle against Seiryu (Extreme) is quite similar to that of the normal version, albeit with a few twists. Below is an ordered list of abilities you will encounter during this two-phase fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Fifth Element&#039;&#039;&#039; - an unavoidable raid-wide AoE that will blast all participants for moderate damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Serpent Descending&#039;&#039;&#039; - marks four players with AoE markers, forcing them to avoid fellow team-members. This mechanic will overlap with &#039;&#039;&#039;Kuji-Kiri&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kuji-Kiri&#039;&#039;&#039; - marks the entire arena with a criss-cross AoE pattern, blasting the telegraphed areas after a short delay. To avoid damage, players must stand within unmarked squares.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onmyo Circle (Yin &amp;amp; Yang)&#039;&#039;&#039; - one of two special attacks that Seiryu will use to surprise players. Seiryu will teleport to a random player and charge an AoE attack at his current location, indicated by a Yin &amp;amp; Yang symbol. To avoid, players must run out of melee range before it is fully charged. After charging up, Seiryu will blast the surrounding area (as indicated by a very brief AoE circle telegraph around himself).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bear in mind that Seiryu will also use a different version later in the fight (indicated by a dragon-themed symbol instead of the Yin &amp;amp; Yang version). When this happens, players must be ready to run close to Seiryu as the following attack will be a donut AoE rather than a regular AoE. Having said that, the first cast will always be the AoE circle (Yin &amp;amp; Yang).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cursekeeper&#039;&#039;&#039; - is a debuff mechanic that will be applied to Seiryu&#039;s main target. Once applied, the debuff will begin to absorb all damage taken by that target and store it up. Once it fades, all damage received will be amplified into an AoE explosion around that target. This will be overlapped by &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infirm Soul&#039;&#039;&#039; - a vicious tank buster that must be mitigated. Due to the application of &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039; (see above), tanks must work together to ensure that the person with the &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039; debuff does not get hit by &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039;. To achieve this, the off-tank should provoke Seiryu as soon as he begins casting &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039;, allowing the debuffed tank to walk away from the group and explode for minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Shiki&#039;&#039;&#039; - a multi-phase mechanic, starting with the creation of three adds with a fan-like appearance (two red and one blue).&lt;br /&gt;
*&#039;&#039;&#039;Red Shiki&#039;&#039;&#039; - tethers to a random damage dealer. Tethered players should move away so that the &#039;&#039;Red Shiki&#039;&#039; are aimed away from the group.&lt;br /&gt;
*&#039;&#039;&#039;Blue Shiki&#039;&#039;&#039; - attaches a proximity tether to a random healer along with a stack-line marker. Due to the proximity tether, the marked healer should stand at a safe distance behind the group to reduce their incoming damage. Meanwhile, the members of the group who are not marked by &#039;&#039;Red Shiki&#039;&#039; must stack in a line to absorb the stack-mark damage in the center of the arena.&lt;br /&gt;
&lt;br /&gt;
*Assuming the group is successful, adds will form around the outer ring of the arena and eventually mark the arena with straight-line AoEs. In addition, two &#039;&#039;&#039;Large Shiki&#039;&#039;&#039; will leap to opposite sides of the arena and blast them with wide AoE circles before each one tethers itself to a random member of the group. Seeing as the group should already be stacked in the center after the previous &#039;&#039;&#039;Red &amp;amp; Blue Shiki&#039;&#039;&#039; mechanics, the tank and off-tank should quickly grab a tether each and move to opposite sides of the arena so that the &#039;&#039;&#039;large Shiki&#039;&#039;&#039; aim their attacks away from the group.&lt;br /&gt;
&lt;br /&gt;
*Finally, additional adds will begin to spawn in the center of the arena that need to be picked up by both tanks. Bear in mind that the smaller adds will explode on death for unavoidable damage, thus you may need to stagger their deaths in order to provide healers with some breathing room. Furthermore, the larger add (unlike normal mode) will now be capable of casting &#039;&#039;&#039;Stoneskin&#039;&#039;&#039; - a massive absorb shield. Due to this add phase being a DPS check (with Seiryu charging up a raid-wipe ability), it is wise to &#039;&#039;&#039;silence&#039;&#039;&#039; the &#039;&#039;&#039;Stoneskin&#039;&#039;&#039; cast whenever possible.&lt;br /&gt;
&lt;br /&gt;
Assuming all adds are slain before Seiryu charges his ability, the transition animation from normal mode will play out, indicating the approach of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
After the transitional animation has completed, players will find themselves within the outer waters of the arena - just like normal mode. However, extreme mode presents a new threat in the form of cones of &#039;&#039;&#039;White Water&#039;&#039;&#039;. These will persist throughout the battle and periodically alternate positions. If a player collides with &#039;&#039;&#039;White Water&#039;&#039;&#039; for any reason, they will be knocked up into the air and suffer a stackable debuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orochi&#039;&#039;&#039; - a wall of snakes will form at one end of the arena just like normal mode. However, extreme mode will not provide arrow-markers to indicate the direction of their upcoming knockback attack. Instead, players must keep their eyes peeled for the snakes and move as close to them as possible. Eventually, the snakes will charge across the battlefield and inflict a damaging knockback. Players who aren&#039;t close enough to the snakes&#039; at this time risk being punted into the outer waters of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Shiki&#039;&#039;&#039; - a watery giant will rise from the waters and pepper the arena with alternating hand-slams, just like normal mode. After the third hand-slam, it will utilize a central-arena knockback that overlaps with another &#039;&#039;&#039;Orochi&#039;&#039;&#039;. Players must stand close to the circular telegraph to avoid being knocked into the water by the &#039;&#039;&#039;Big Shiki&#039;&#039;&#039; slam. However, they must also make sure that they are knocked towards the upcoming &#039;&#039;&#039;Orochi&#039;&#039;&#039; (snakes) so that they are pushed back to the center of the arena (rather than out of it).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039; - targets both healers with stack-line AoE markers that must be absorbed by the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blazing Aramitama&#039;&#039;&#039; - after dashing to the north of the arena, Seiryu will buff himself. From this point onward, his attacks will be double-cast, and also cause slight variations to some mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Double) Onmyo Circle&#039;&#039;&#039; - Seiryu will morph to a random player and begin a doubled-up version of &#039;&#039;&#039;Onmyo Circle&#039;&#039;&#039;. To avoid damage, players must pay attention to the order of symbols displayed by Seiryu. Seeing as the &#039;&#039;&#039;Yin &amp;amp; Yang&#039;&#039;&#039; version is a circle AoE and the &#039;&#039;&#039;Dragon&#039;&#039;&#039; version is a Donut AoE, you will either have to run &#039;&#039;&#039;in &amp;amp; out&#039;&#039;&#039; or &#039;&#039;&#039;out &amp;amp; in&#039;&#039;&#039; depending on which symbol was displayed first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Double) Kuji Kiri&#039;&#039;&#039; - just like phase 1, the arena will be marked with a criss-cross pattern, forcing players to stand within unmarked areas. However, due to being doubled-up, Kuji-Kiri will soon overlap the other squares for an additional blast. Players must stand within the unmarked square, wait for the first Kuji Kiri attack, then move diagonally to avoid the second blast.&lt;br /&gt;
&lt;br /&gt;
*Another &#039;&#039;&#039;(Double) Onmyo Circle&#039;&#039;&#039; will be cast at the end of the &#039;&#039;&#039;(Double) Kuji Kiri&#039;&#039;&#039;, forcing players to watch the symbols and prepare to run &#039;&#039;&#039;in &amp;amp; out&#039;&#039;&#039; or &#039;&#039;&#039;out &amp;amp; in&#039;&#039;&#039; to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fifth Element&#039;&#039;&#039; - another unavoidable blast of raid-wide AoE in an attempt to finish off any players who failed to dodge the above mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Serpent Ascending&#039;&#039;&#039; is a triple mechanic, starting with all players spawning AoE circles under their feet. At the same time, four players will be marked by AoE circles (similar to &#039;&#039;&#039;Serpent Descending&#039;&#039;&#039;). Lastly, four dark circles will spawn at the intercardinal points of the arena. If no player is standing within the dark circles at the end of the mechanic, the circle will explode, dealing unavoidable raid-wide damage that applies &#039;&#039;damage down&#039;&#039; to the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;To avoid the above combo, players must first move out of the AoE circle under their feet, then move to a dark circle (if they are not marked for AoE). Players marked for AoE should instead stand between the circles (or the center) to avoid damaging others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039; will be cast immediately after the above combo and begin targeting each Healer. Unlike before, it will now apply vulnerability debuffs due to Seiryu&#039;s &#039;&#039;&#039;Blazing Aramitama&#039;&#039;&#039;, which means that it should not be double-soaked like it was earlier. Instead, the group should split in half and stand on opposite sides of the boss (such as a tank, healer and two damage-dealers on the east &amp;amp; west [or north &amp;amp; south]). By doing this, Seiryu will blast one healer-group, then turn to blast the other, preventing players from receiving a double-stack of vulnerability and eating near-fatal damage. As soon as Seiryu has blasted both healers with &#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039;, he will blast the raid with another *&#039;&#039;&#039;Fifth Element&#039;&#039;&#039; (raid-wide AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Double) Cursekeeper&#039;&#039;&#039; - just like phase 1, tanks must be prepared to provoke the boss so that &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039; does not hit a tank effected by &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039;, except this time it must be done twice in quick succession due to the double-up nature of &#039;&#039;&#039;Blazing Aramitama&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Shiki&#039;&#039;&#039; - a new add phase will commence (but in a different order), starting with two &#039;&#039;&#039;Large Shiki&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*After spawning, the &#039;&#039;&#039;Large Shiki&#039;&#039;&#039; will once again leap to opposite ends of the arena and prepare to blast them with wide AoE circles. At the same time, Seiryu himself will cast another &#039;&#039;&#039;(Double) Onmyo Circle&#039;&#039;&#039;, forcing players to move either &#039;&#039;&#039;in &amp;amp; out&#039;&#039;&#039; or &#039;&#039;&#039;out &amp;amp; in&#039;&#039;&#039; depending on the symbols. Once done, the large Shiki will again tether themselves to random players, forcing the tank and off-tank to grab the tethers and aim the Shiki away from the group.&lt;br /&gt;
&lt;br /&gt;
*Afterwards, players must contend with another round of &#039;&#039;&#039;Red &amp;amp; Blue Shiki&#039;&#039;&#039; - the fan-like adds from before. This is handled in the exact same manner as it was in phase 1. Damage-dealers tethered by &#039;&#039;&#039;Red Shiki&#039;&#039;&#039; should aim them away from the group, while the healer marked by &#039;&#039;&#039;Blue Shiki&#039;&#039;&#039; should move a safe distance behind the party in the center. Unmarked players should stack up in front of the healer to absorb the upcoming damage from the stack-line marker.&lt;br /&gt;
&lt;br /&gt;
*Once the &#039;&#039;&#039;Red &amp;amp; Blue Shiki&#039;&#039;&#039; cast their tether damage, all players will spawn an AoE telegraph under their feet, and four random players will also be marked by an AoE circle, forcing everyone to spread out.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
From this point onwards, mechanics will loop into various combos without presenting anything you haven&#039;t already dealt with before. This will persist until the boss has been defeated (or the raid suffers a wipe). The hard enrage is a long cast of &#039;&#039;&#039;Fifth Element&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Seiryu&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Seiryu Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Hallowed Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Seiryu Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Paladin Arms (IL 395)}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s War Axe}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Spine}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Bladed Tekko}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Rippled Katana}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Daggers}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Seiryu Weapon Coffer (IL 395)}}&lt;br /&gt;
{{Drops table row|Hallowed Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of From the Dragon&#039;s Wake}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Seiryu, Say Me}}&lt;br /&gt;
{{achievement table row|Mightier than the Azure}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Four Lords4.jpg&lt;br /&gt;
File:FFXIV PUB Patch4.5 13 2018 png jpgcopy.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=821306</id>
		<title>Hells&#039; Kier (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=821306"/>
		<updated>2024-08-11T15:33:29Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|Hells&#039; Kier}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Hells&#039; Kier (Extreme)&lt;br /&gt;
| description = Ever eager to put his lyrical skills to the proof, the wandering minstrel has crafted yet another tanka, this time deriving inspiration from your pitched battle against the auspice Suzaku deep beneath Hells&#039; Lid. Knowing full well the suggestive power of his words, you once more close your eyes and set your mind adrift in the memories of that day, augmented by his dramatic flair...&lt;br /&gt;
| image = Hells&#039;_Kier_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 370&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| entrance = Reisen Temple&lt;br /&gt;
| entrance-coordinates = 6.3, 6.8&lt;br /&gt;
| location = Hells&#039; Kier&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Hells&#039; Kier (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Auspice]]: [[Suzaku]]===&lt;br /&gt;
On entering the Hell&#039;s Kier (Extreme) arena, participants will notice four Pheonix corpses (&#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;) scattered around its centre. Bear in mind that these will respawn if specific fire-based abilities hit them during the encounter. Also, healers should be mindful of [[Suzaku]]&#039;s auto-attacks throughout the battle whenever she is not actively casting abilities seeing as the main tank will be taking continuous damage.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; - an unavoidable raid-wide blast that will damage all participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rout&#039;&#039;&#039; - Suzaku will fly out of the arena and reappear somewhere along its edge. Simultaneously, all players will be tagged with an AoE marker. The group must move out Suzaku&#039;s path to avoid an incoming dive-bomb while also spreading around the arena to avoid clipping other players with their AoE mark. This is best achieved by having 3-4 players on opposite ends of the arena, giving the group enough space to spread out while Suzaku launches herself through the centre. Considering that the AoE markers inflict fire damage, players must also avoid clipping the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039; - Suzaku will turn towards a random member of the party and aim a frontal AoE cone in their direction that should be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cremate&#039;&#039;&#039; - Suzaku will blast the main-tank with a vicious magic-based tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; - a set of overlapping mechanics that begin with small plumes being dropped around the arena in a set pattern, along with a much larger plume in the very centre with far superior health. After being summoned, all plumes will begin to long-cast a deadly AoE attack (indicated by AoE circles emanating from each plume).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If left unattended, the central plume will resurrect all four &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; with a drastic &#039;&#039;&#039;HP buff&#039;&#039;&#039; that makes them borderline impossible to kill. If that happens, the adds will typically survive long enough to wipe the entire raid via unavoidable damage and debuffs. As a result, players must utilize the following mechanic, &#039;&#039;&#039;Rekindle&#039;&#039;&#039;, to their advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rekindle&#039;&#039;&#039; - tags all damage-dealers with an AoE marker that will inflict fire damage to the marked player and anyone caught in its blast. Due to being fire-based, these can also resurrect the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;. However, unlike the central plume from &#039;&#039;&#039;Pheonix Down&#039;&#039;&#039;, resurrecting the adds in this manner will not provide them with a major &#039;&#039;&#039;HP buff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The group should first kill a northern, southern, eastern and western plume to provide enough space to avoid the AoE blast from the remaining plumes. At the same time, damage-dealers must be ready to move to a chosen Phoenix and resurrect it with their &#039;&#039;&#039;Rekindle&#039;&#039;&#039; marker, preferably without overlapping with other AoE markers and causing unnecessary damage to one another. If done correctly, the resurrected add(s) will tether themselves to the damage-dealer who raised them, allowing them to be pulled away from the central plume and into one of the four safe spots that were created by killing the N, S, E, and W plumes. Once done, the remaining plumes can be ignored while the group slay the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ashes to Ashes&#039;&#039;&#039; - should any of the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; remain alive long enough, they will blast the raid with excruciating AoE damage and inflict a stackable &#039;&#039;&#039;Supperation&#039;&#039;&#039; debuff. Due to this, all adds should be burned down as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cremate&#039;&#039;&#039; will once again be cast during the above mechanics, blasting the main tank with a vicious magic-based tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; will be cast once more, blasting the raid with unavoidable AoE damage. After doing so, Suzaku will fly to the centre of the arena, marking the arrival of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Eternal Flame&#039;&#039;&#039; - Suzaku will briefly fly out of the arena while it undergoes a noticeable transformation. A pattern will begin to form in the arena centre that contains eight circles around its edges - one for each member of the raid to stand in. After a brief delay, Suzaku will summon orbs that will travel from the sides of the arena towards the centre that should be absorbed by players. To do so, players need to face in the same direction as the arrow displayed on their respective circle. Successfully doing so will allow the player to absorb the incoming orb, gain a stacking &#039;&#039;&#039;damage up&#039;&#039;&#039; buff, and prevent Suzaku from gaining more power for an upcoming raid-wide blast (&#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039; - Suzaku will blast the entire arena with raid-wide damage (magnified by any orbs that were not properly absorbed during &#039;&#039;&#039;Eternal Flame&#039;&#039;&#039;). After doing so, Suzaku will now be in &#039;&#039;&#039;human form&#039;&#039;&#039;, and the entire arena will now have a visible hole in its centre and no outer edges. In short, players can now fall through the centre or over the edges. The group should also note that the entire arena will now have four visibly different quadrants that will be relevant during later mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Southron Star&#039;&#039;&#039; - Suzaku will barrage the raid with an unavoidable raid-wide AoE (which is essentially her human version of &#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; - Suzaku will pull all participants towards her by a set distance, putting everyone at risk of falling through the hole in the centre of the arena. To avoid this, players can either move to the outer edges or utilize skills such as &#039;&#039;&#039;Surecast&#039;&#039;&#039; to prevent knockbacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; - a double mechanic, starting with a frontal AoE that targets a random member of the group. At the same time, four players will also be tagged by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; (AoE markers). Due to this, the group must avoid the AoE as well as marked players by spreading around the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scathing Net&#039;&#039;&#039; - tags a random Healer with a stack-mark AoE, forcing the party to regroup and stack to help absorb the incoming damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; - a vicious tank-buster that will brand the target with &#039;&#039;&#039;physical vulnerability&#039;&#039;&#039; before unleashing a barrage of physical attacks. To succeed, the off-tank should provoke Suzaku while &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; is being cast. After performing the tank-buster, Suzaku will blast the area in front of her with a un-telegraphed conal AoE knockback. The group must ensure that they are not standing in front of Suzaku at this time or they will be punted out of the arena to their death (if not slain by its damage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; - the four quadrants of the arena will each adopt a unique colour and rune pattern. Simultaneously, the same patterns and colours on the ground will be displayed in two sequences outside of the arena while a tethered Phoenix begins to rotate towards them. As the Phoenix touches the outer runes, the quadrant containing that rune/colour will explode, forcing the group to pay attention to the upcoming sequences and move so that they do not stand within an exploding quadrant.&lt;br /&gt;
&lt;br /&gt;
*Once the two sequences have been completed, Suzaku will either cast &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; (pulling the group into the centre) or &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; (a knockback from the arena centre). In short, players will either have to move away to avoid being sucked into the central hole, or closer, to avoid being knocked off the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039; - tethers all players to a fiery orb. After being fully cast, players will be &#039;&#039;&#039;force marched&#039;&#039;&#039; in the direction of the arrow the orb displays by a large distance. The group must ensure that they aim themselves so that they don&#039;t walk off the edge or through the central hole.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; will be cast once again - a frontal AoE along with four players being marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; AoE&#039;s. This is treated the exact same way as it was before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; immediately follows (and is treated the same way as it was before). The off-tank should provoke Suzaku while &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; is being cast, while the raid moves behind her to avoid the upcoming frontal AoE knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; will happen once more, only this time, players must be mindful of either &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; (knockback) or &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; (pull) as soon as the rotating Phoenix spawns. It is entirely random which one is used, so watch out! Also, Suzaku will cast a &#039;&#039;&#039;Southron Star&#039;&#039;&#039; after the first sequence and a &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; after the second.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039; - spawns four meteor circles at cardinal points around the arena, encouraging players to stand within each one to avoid lethal destruction. However, this mechanic overlaps with &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;, meaning that manually standing within the circle will result in being knocked off the arena. Instead, players must stand close to Suzaku so that they get knocked into the meteor circle. However, four players will also be marked by AoE circles - either all damage-dealers or the tanks and healers. As a result, the group should pair a damage-dealer with a tank or healer and stand close to Suzaku. Once the marked players have been identified, the unmarked player should aim themselves so that they get pushed into a meteor circle, while the marked players point themselves towards an intercardinal direction to avoid meteor circles (and anyone pushed into them).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; will be cast yet again and is treated the exact same way as it was before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; will appear for the third time, except now the sequences will only involve four runes per cycle and be overlapped by several mechanics. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Well of Flame &amp;amp; Rekindle&#039;&#039;&#039; - forcing players to avoid the exploding quadrants, other marked players, and an AoE from Suzaku.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Close Quarter Crescendo&#039;&#039;&#039; - tethering players for a directional &#039;&#039;&#039;forced march&#039;&#039;&#039; before the sequence begins, forcing the group to aim themselves so that they are forced to a safe quadrant without walking off the edge of the arena or through the hole in the centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Mesmerizing Melody (OR) Ruthless Refrain&#039;&#039;&#039; - much like before, players must be ready to either move close to Suzaku to avoid being knocked off the edge, or move away from Suzaku to avoid being pulled through the central hole before dealing with the exploding quadrants. As soon as this sequence is complete, Suzaku will prepare a &#039;&#039;&#039;Phoenix Flurry&#039;&#039;&#039; which, like before, requires an immediate tank-swap and for all party members to stand behind Suzaku to avoid the un-telegraphed knockback. Once successful, players can then deal with the upcoming sequence of exploding quadrants.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
If Suzaku has not been slain by this point, she will begin repeating a set of familiar mechanics before initiating an enrage phase, indicated by another &#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039;. However, this sequence will have absolutely no safe quadrants to stand in at all, resulting in an inevitable wipe if she has not been defeated quickly enough.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Suzaku&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Suzaku Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Euphonious Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Suzaku Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Paladin Arms (IL 385)}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Pinions}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Scarlet Tailfeather}}&lt;br /&gt;
{{Drops table row|Suzaku Weapon Coffer (IL 385)}}&lt;br /&gt;
{{Drops table row|Euphonious Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Sunrise}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The Scarlet Bloodletter (Achievement)}}&lt;br /&gt;
{{achievement table row|Mightier than the Vermilion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Hells&#039; Kier Image.jpg&lt;br /&gt;
File:Hells&#039; Kier (Extreme) Image.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt_(Extreme)&amp;diff=821305</id>
		<title>The Great Hunt (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt_(Extreme)&amp;diff=821305"/>
		<updated>2024-08-11T15:33:00Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|The Great Hunt}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = You believed the day won with the [[Rathalos]] brought low, but a recently made friend -- and alleged hunting rival -- brings news to the contrary. There yet exist Rathalos of an older, more powerful brood -- a higher rank, if you will. [[The Hunt]] beckons you back to the [[Azim Steppe]] for greater trials and the chance for still greater bounties.&lt;br /&gt;
| image = The_Great_Hunt_(Extreme)_Image.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| location = The Great Hunt&lt;br /&gt;
| region = Othard&lt;br /&gt;
| entrance = The Azim Steppe&lt;br /&gt;
| entrance-coordinates = 11.3, 11.1, 0.7&lt;br /&gt;
| req-quest = The Newer King on the Block&lt;br /&gt;
| patch = 4.36&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
With current player power levels, it is preferable to complete and farm this duty by using an [[Unrestricted Party]] instead of solo queuing in [[Duty Finder]]. See [[The Great Hunt (Extreme)#Loot|Loot]] for more information.&lt;br /&gt;
{{#ev:youtube|af0WEkq8Cw8|400|right|&amp;quot;Unsynced&amp;quot; Farming Guide}}&lt;br /&gt;
{{#ev:youtube|ndrkN-3LBfM|400|right|Video Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Rathalos (High Rank)|Rathalos]]===&lt;br /&gt;
The Great Hunt (Extreme) is noticeably similar to the Normal version of the fight (with some exceptions). For starters, the battle will now involve a light party (4 players) rather than a full party (8 players), and if there are a total of three &#039;&#039;&#039;player deaths&#039;&#039;&#039; (KO&#039;s) at any point during the battle, this will prematurely reset the fight via a &#039;&#039;&#039;Mission Failed&#039;&#039;&#039; animation. Players who die will be given the option to respawn with full health, and should utilize this instead of waiting to be resurrected, as this will not inflict the Weakness debuff.&lt;br /&gt;
&lt;br /&gt;
During the fight itself, Rathalos will occasionally use an arena-wide roar to inflict moderate damage on the entire party at regular intervals throughout phase 1 &amp;amp; 2 (usually once per minute or so). Rathalos&#039; overall damage is also higher compared to his normal variant and he also occasionally targets the same player at least two times in a row. This can potentially lead to victims being KO&#039;d through vicious combos if they are not careful. Just like in Normal mode, the battle is composed of three phases - a &#039;&#039;grounded phase&#039;&#039;, an &#039;&#039;add phase&#039;&#039; and a &#039;&#039;flying phase&#039;&#039; - with only a few minor differences.&lt;br /&gt;
&lt;br /&gt;
*Rathalos has no auto-attacks and is unaffected by enmity, meaning he cannot be tanked at any point during the encounter. Instead, players must continuously avoid Rathalos&#039; attacks by paying attention to his wind-up animations and reacting accordingly. Seeing as targets are random per attack, a good rule of thumb is to keep an eye on the direction Rathalos is facing. If he turns in your direction, it is always best to move out of his path to avoid a potential rush-attack. Melee also needs to keep an eye out for his 360-degree tail-swipe during the first two phases (which will always be counterclockwise) as well as a short-ranged bite/swipe attack which will hit all players directly in front and behind Rathalos. Due to this, anyone close to Rathalos should try to stick to his left-flank. As ranged, it is best to maintain distance from Rathalos as much as possible.&lt;br /&gt;
&lt;br /&gt;
Due to the unavoidable and high-damage nature of Rathalos&#039; roar mechanic, non-tanks must be cautious if on medium or low health when Rathalos hasn&#039;t roared for quite some time. As such, it is wise to remain above 40% health while Rathalos is grounded, just-in-case.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Grounded===&lt;br /&gt;
Unlike Normal Mode, Rathalos will immediately begin every battle with his signature &#039;&#039;&#039;roar&#039;&#039;&#039;, inflicting unavoidable damage to the entire party. The roar has a hidden cooldown of about 1-minute or so and remains a constant threat for as long as Rathalos is grounded. After the initial roar, Rathalos will begin rotating between a set of attacks against randomly chosen players. All players must keep an eye on where Rathalos is facing and what animation he is performing if they wish to avoid any unnecessary damage. Considering that the fight will reset if the team &#039;&#039;&#039;carts&#039;&#039;&#039; three times, it is also best to save as many &#039;&#039;&#039;Mega Potions&#039;&#039;&#039; as possible for the final phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whipping Bite&#039;&#039;&#039; is indicated by Rathalos staring slightly to its left while opening his mouth and raising his tail. After a short delay, he will snap at players immediately in front of him while simultaneously swiping behind him with his tail. You can safely avoid this short-ranged attack by moving to either of Rathalos&#039; flanks or by backing away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Swipe&#039;&#039;&#039; is a two-part attack indicated by Rathalos looking to his right side and menacingly raising his tail. After a brief delay, Rathalos will swing his tail in a 180-degree counterclockwise motion. Immediately after this, Rathalos will perform another 180-degree sweep after a short delay in the same counterclockwise motion. Anyone caught in the path of a Tail Swipe will receive moderate damage and a massive knockback, with a possibility of being stunned. To avoid this, players should either move to Rathalos&#039; left flank or run out of range during the wind-up animation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charging Bite&#039;&#039;&#039; is a rush-attack indicated by Rathalos turning towards a player (regardless of distance) and performing a brief roar-like animation. After a short delay, Rathalos will then lunge directly at that player with a vicious bite, be they near or far. All players caught in the path of his charge will be inflicted with moderate damage and knockback, as well as a chance of being stunned. To avoid it, players should watch out for the brief wind-up animation and side-step out of its path as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; is indicated by an overhead marker on the target player and is one of the few telegraphed attacks Rathalos uses. After rearing up for a few seconds, Rathalos will expel an unavoidable fireball at the marked player, inflicting moderate splash damage as well as a dispellable &#039;&#039;&#039;burns&#039;&#039;&#039; debuff. Players with the marker should move away from the party to avoid inflicting unnecessary damage to others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evasive Breath&#039;&#039;&#039; is indicated by Rathalos turning towards a target player and lowering its head and body. After a short delay, Rathalos will blast the area directly in front of him with fire during a backward leap, damaging, &#039;&#039;&#039;burning&#039;&#039;&#039; and knocking away anyone directly in front of him.  This particular attack is one of the most dangerous as the telegraph is very short.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rathalos will continuously target random players and use these abilities in no particular order until the third and final phase. Once Rathalos has been reduced to around 80% health, the add phase will begin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Adds===&lt;br /&gt;
Just like Normal mode, the party must once again contend with numerous wildlife (adds) that enter the arena and (initially) attack Rathalos. Unlike Rathalos, these adds are effected by enmity, meaning they can be aggro&#039;d by players or gathered by tanks. Just like before, Rathalos&#039; attacks will also damage these adds (and vice-versa).  Grabbing all stray adds and tanking them close to Rathalos so that they damage each other is a sound strategy. The Coeurl add is the most problematic as it will occasionally use a massive conal AoE that can cover a large portion of the arena, thus it is wise to focus on this add first whenever possible, or at least turn it away from the party.&lt;br /&gt;
&lt;br /&gt;
After being reduced to around 70% health, Rathalos will head towards the centre of the arena and inflict a roaring stun on the party. Simultaneously, a large &#039;&#039;&#039;Garula&#039;&#039;&#039; will enter the arena from the east side and charge into Rathalos after a short wind-up animation, knocking him down and damaging any players caught in the path. From here, the Garula will begin attacking the party and must be picked up by a tank as soon as possible. At the same time, Rathalos will become &#039;&#039;mountable&#039;&#039;, prompting a player to leap onto his back and repeatedly stab him via an &#039;&#039;active time event&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This chain of events serves as a DPS check. If the party fails to kill the Garula fast enough, or if a player mounts Rathalos and fails the active time event for any reason, Rathalos will escape the arena and wipe the raid with a massive flaming attack, &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. Due to being a light-party of 4 players rather than a full-party of 8 players (and the need for one DPS to mount Rathalos), it is unwise to try and kill the Garula without mounting Rathalos.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bear in mind that the player who mounts Rathalos will take continuous damage-over-time and may require healing. If the player who has mounted Rathalos is reduced to 0 HP, they will be knocked off Rathalos, and the party will wipe to &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. Also, the Garula&#039;s auto-attacks are incredibly vicious, even against tanks, and it will frequently perform a frontal AoE cleave for massive damage to anyone caught in its path. This cleave can also hit the player who has mounted Rathalos and easily lead to a raid wipe. It is best to face the Garula away from the party as soon as possible. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming the Garula has been defeated in time and a party member has successfully mounted Rathalos without being KO&#039;d, Rathalos will leave the arena and prepare to unleash &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. After standing behind the Garula&#039;s corpse to avoid this attack, the final phase of the encounter will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Flying===&lt;br /&gt;
After Rathalos has bathed the arena in flames, the background music will change, and the outer-arena will receive a flaming makeover. All players will now receive a debuff – &#039;&#039;&#039;Scalebound&#039;&#039;&#039; – which will reduce all healing received by players to 0 (except &#039;&#039;&#039;Mega Potions&#039;&#039;&#039;). As a result, each player should consider drinking a Mega Potion if their HP reaches medium or low levels. Party shielding, however, is unaffected by this debuff and can be very useful for mitigating &#039;&#039;&#039;burns&#039;&#039;&#039;, &#039;&#039;&#039;poison&#039;&#039;&#039;, or even some direct attacks from Rathalos himself.&lt;br /&gt;
&lt;br /&gt;
From here on, Rathalos will assault players from the air, and a &amp;quot;Down Counter&amp;quot; will be displayed in the form of a Duty Gauge. This gauge will gradually fill up any time a cooldown is used against Rathalos. Once filled, Rathalos will immediately be knocked out of the air and remain prone for some time, allowing players to attack (and eventually break) his tail, inflicting substantial damage to Rathalos himself. Conversely, Rathalos&#039; overall defence will be much higher while in the air, but not when downed; hence players must try to knock Rathalos down and perform as much damage as possible while he is vulnerable. If you wish to use a damaging Limit Break, consider doing so when Rathalos is knocked down. Using it while he is in the air will be dramatically less effective.&lt;br /&gt;
&lt;br /&gt;
Much like the previous phases, Rathalos will continuously attack random players with various abilities in no particular order and with limited visual indicators for as long as he is active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Claw Swipe&#039;&#039;&#039; is another rush attack similar to &#039;&#039;&#039;Charging Bite&#039;&#039;&#039;. After turning towards a random player (regardless of distance) and elevating slightly, Rathalos will swoop at that player with his claws after a brief delay. Players slashed by Rathalos&#039; claws will be inflicted with a dispellable &#039;&#039;&#039;poison&#039;&#039;&#039;, a brief stun, moderate damage and a knockback. Just like &#039;&#039;&#039;Charging Bite&#039;&#039;&#039;, players can avoid this attack by quickly side-stepping out of his way before he charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mangle&#039;&#039;&#039; and &#039;&#039;&#039;Sweeping Flames&#039;&#039;&#039; are frontal-cone AoE&#039;s, indicated by Rathalos rearing its head and displaying its flaming mouth for a brief moment. To avoid these, players can either move behind Rathalos, move to his flanks, or move out of range entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039;, unlike phase 1, is now a sharable &#039;&#039;&#039;stack marker&#039;&#039;&#039;. After a brief delay, Rathalos will spit a fireball at the stack-marked player, leaving behind a persistent puddle of flame on the ground that will inflict &#039;&#039;&#039;burns&#039;&#039;&#039; on everyone sharing the damage and anyone who passes through puddles afterwards. This mechanic will repeat an additional two times for a total of three fireballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Players must consider grouping together to share the damage and will very likely need to drink a Max Potion to heal up during this mechanic. However, if this ability targets a tank instead of a healer or damage-dealer, the tank may choose to mitigate all three fireballs by themselves using defensive cooldowns and a Max Potion. Despite healers being unable to heal other players during this final phase, they can still use &#039;&#039;&#039;Esuna&#039;&#039;&#039; to remove the resulting &#039;&#039;&#039;burns&#039;&#039;&#039;, or use shield spells to help mitigate incoming damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*At this point, Rathalos will continue to cycle through these abilities until he is defeated. Eventually, it will become untargetable and enrage with an unavoidable &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;, wiping the party, so it must be defeated before then.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
The Rathalos Scale and Rathalos Scale+ must be &amp;quot;carved&amp;quot; from the corpse of the boss after defeating it by interacting with the body. For easy loot farming, it is strongly recommended that players form a pre-made party and use an &#039;&#039;&#039;[[Unrestricted Party]]&#039;&#039;&#039; (level sync disabled), as this will not affect loot drop rates. &#039;&#039;&#039;Solo queuing through Duty Finder is not advised.&#039;&#039;&#039; A party of four DPS jobs is ideal, but not strictly necessary, and any composition, including fewer than 4 players, works at level 90.&lt;br /&gt;
&lt;br /&gt;
Players who wish to farm with Level Sync enabled should also form a premade party in Party Finder (which enables the use of [[Minimum IL|Minimum Item Level]] and [[Silence Echo]] for an additional challenge). They can also attempt to solo the boss with a level 90 character for a more challenging experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rathalos Scale+ is only guaranteed if the party cuts off the boss&#039;s tail&#039;&#039;&#039;, so players should be careful not to kill the boss too quickly.&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Rathalos (High Rank)|Rathalos]]===&lt;br /&gt;
{{Drops list|Rathalos (High Rank)}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Poogie|1}}&lt;br /&gt;
{{Drops table row|Rathalos Whistle|1}}&lt;br /&gt;
{{Drops table row|Proof of a Hero - Monster Hunter: World Version Orchestrion Roll|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Extreme Rathalos Hunter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Hunt For Rathalos3.jpg&lt;br /&gt;
File:The Hunt For Rathalos4.jpg&lt;br /&gt;
File:Rathalos.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Tsukuyomi%27s_Pain&amp;diff=821304</id>
		<title>The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Tsukuyomi%27s_Pain&amp;diff=821304"/>
		<updated>2024-08-11T15:32:50Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|Castrum Fluminis}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Tsukuyomi&#039;s Pain Image.png&lt;br /&gt;
| description = Upon hearing of your final encounter with [[Yotsuyu]] -- and the [[primal]] to whom she surrendered her will -- the wandering minstrel composes a tanka tinged with sorrow. Had Yotsuyu been born in a different time, a different place, would she have lived a simple life unsullied by acts of violence and cruelty? Or were the seeds of villainy always there, their growth merely hastened by circumstance? These questions bring to mind [[Tsukuyomi]]&#039;s overwhelming malice, your memories now suffused by the tragedy of the minstrel&#039;s verse...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| location = Castrum Fluminis&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.3&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|6jXScwlL9fM|350|right|The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Lady of the Moon: [[Tsukuyomi]]===&lt;br /&gt;
===First Phase (100%-80%)===&lt;br /&gt;
&#039;&#039;&#039;Reprimand&#039;&#039;&#039;: A raid-wide AoE that deals medium damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall&#039;&#039;&#039;: After the cast goes off, Tsukuyomi will pull out either her gun or her spear. Look at her model to see which weapon she is holding, listen for the audio cues, and/or read the pop-up text box. The first cast of Nightfall will be either a gun or a spear; the second cast will be whichever weapon was not used for the first cast (e.g. if the first cast is a gun, the second cast will be a spear).&lt;br /&gt;
*If the weapon is a gun, she will say &amp;quot;Beg for mercy!&amp;quot; and use &#039;&#039;&#039;Lead of the Underworld&#039;&#039;&#039;. The party must stack together to soak the damage.&lt;br /&gt;
*If the weapon is a spear, she will say &amp;quot;Your end is near...&amp;quot; and use &#039;&#039;&#039;Steel of the Underworld&#039;&#039;&#039; three times in succession on three players, one from each role (tank, healer, DPS). The party must separate into three groups by role, as getting hit by more than one cleave will deal lethal damage. It is recommended to have both tanks stack up in front of the boss, then have the healers and DPS stack up on opposite sides behind her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039;: This marks the transition to the adds phase, cast when Tsukuyomi is at 80% health. This raid-wide AoE {{status effect|stun}} [[stun]]s the party and deals heavy damage. &lt;br /&gt;
&lt;br /&gt;
Boss Rotation: Reprimand --&amp;gt; Nightfall (Gun/Spear) --&amp;gt; Nightfall (Spear/Gun) --&amp;gt; Reprimand --&amp;gt; {{action icon|Nightbloom}} (at 80%)&lt;br /&gt;
&lt;br /&gt;
===Adds Phase===&lt;br /&gt;
There will be three sets of adds to deal with in this phase. Damage dealt to Yotsuyu by these adds will increase her Suffering gauge; letting the gauge hit 100 will lead to a wipe.&lt;br /&gt;
&lt;br /&gt;
Have a tank pick up all non-tethered adds: Specters of the Homeland and Specters of the Empire. All other party members should focus on the non-tankable adds tethered to Yotsuyu: Specter of the Patriarch, Specter of the Matriarch, Specter of Asahi, and Specter of Zenos. The third set of adds will start with the Specter of Zenos casting of &#039;&#039;&#039;Concentrativity&#039;&#039;&#039;, knocking the party back, inflicting a 10-second {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;, and dealing mild raid-wide damage. He will also deal medium raid-wide damage every few seconds by casing &#039;&#039;&#039;Dispersivity&#039;&#039;&#039;, so deal with him quickly.&lt;br /&gt;
&lt;br /&gt;
After all three sets of adds are killed, she will cast a raid-wide AoE that deals heavy damage. Shield and heal through as necessary.&lt;br /&gt;
&lt;br /&gt;
===Second Phase (80%-35%)===&lt;br /&gt;
&#039;&#039;&#039;Supreme Selenomancy&#039;&#039;&#039;: Each party member will be randomly assigned a debuff -- either &#039;&#039;&#039;Moonlit&#039;&#039;&#039; or &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039;. Standing on the white side of the floor&#039;s moon will inflict a stack of Moonlit every 5 seconds, while standing on black side will inflict a stack of Moonshadowed every 5 seconds. Reaching 5 stacks of either buff will inflict the player with Doom, and kill them near-instantly. To avoid this, players will need to juggle their debuff accordingly.&lt;br /&gt;
&lt;br /&gt;
As the debuff is initially applied with 4 stacks, players must immediately move after the cast to the side of the arena opposite to that which gives their debuff (e.g. having Moonlit means the player must stand where the moon is black such that they get the Moonshadowed buff). At the same time, non-targetable Moonlights will appear on one side of the arena and begin to cast a donut AoE called &#039;&#039;&#039;Lunar Halo&#039;&#039;&#039;. Dodge as necessary. &lt;br /&gt;
&lt;br /&gt;
After the Lunar Halo casts resolve, the arena will change such that one color will be more prominent than that other. Slowly the less-prominent color will disappear, meaning players will need to be extra careful with their debuff management.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteor&#039;&#039;&#039;: This unnamed attack targets three players (the off-tank, a healer, and a DPS) a large red/purple marker over their heads immediately after Nightfall goes off. After a short amount of time, meteors (black or white, based on which part of the floor they land on) will fall where each player was standing and start casting a &#039;&#039;very large&#039;&#039; circle AoE. Meteors will explode and deal significant damage if placed too close together, so players will want to coordinate placement of the meteors such that they land in three of the four cardinal directions, leaving a small safe spot where no meteor was dropped. Run to the safe area and &#039;&#039;stay there&#039;&#039; while the Lunar Halos go off, as the meteors will go off a second time before leaving behind puddles matching the color of the meteor. Stand in the appropriately-colored puddle to survive Antitwilight/Perilune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Rain&#039;&#039;&#039;: Randomly changes the arena to be either fully white or fully black and grants Tsukuyomi the buff &#039;&#039;&#039;Full Moon&#039;&#039;&#039; or &#039;&#039;&#039;New Moon&#039;&#039;&#039;, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Antitwilight&#039;&#039;&#039;: Used exclusively when Tsukuyomi is under the effect of Full Moon. Deals light raid-wide damage to all players with the &amp;quot;Veil of Shadow&amp;quot;, but lethal damage to those without.&lt;br /&gt;
*&#039;&#039;&#039;Perilune&#039;&#039;&#039;: Used exclusively when Tsukuyomi is under the effect of New Moon. Deals light raid-wide damage to all players with the &amp;quot;Veil of Light&amp;quot;, but lethal damage to those without.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zashiki-asobi&#039;&#039;&#039;: Spawns two sets of Dancing Fans that explode with circular AoEs. The first set (which includes a center fan) will go off first, so have the party stand in the areas covered by the second set before moving into the first set after they explode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;:  This attack will cleave on the main tank and apply a Magic Vulnerability Up/Physical Vulnerability Up. This forces a tank swap.&lt;br /&gt;
&lt;br /&gt;
Boss Rotation: Supreme Selenomancy --&amp;gt; Nightfall (Gun) --&amp;gt; Meteor --&amp;gt; Midnight Rain --&amp;gt; Antitwilight/Perilune --&amp;gt; Reprimand --&amp;gt; Zashiki-asobi --&amp;gt; Nightfall (Gun/Spear) --&amp;gt; Torment Unto Death --&amp;gt; Supreme Selenomancy --&amp;gt; Nightfall (Spear) --&amp;gt; Meteor --&amp;gt; Midnight Rain --&amp;gt; Antitwilight/Perilune --&amp;gt; Reprimand --&amp;gt; Zashiki-asobi --&amp;gt; Nightfall (Gun/Spear) --&amp;gt; Torment Unto Death&lt;br /&gt;
&lt;br /&gt;
===Third Phase (35%-0%)===&lt;br /&gt;
&#039;&#039;&#039;Dance of the Dead&#039;&#039;&#039;: A heavy raid-wide attack that indicates the start of the third phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon&#039;&#039;&#039;: Indicated by a pop-up text box mentioning the &amp;quot;full moon&amp;quot;, Tsukuyomi becomes white and gains the buff Full Moon, which causes her to use &#039;&#039;&#039;Waxing Grudge&#039;&#039;&#039; -- a melee-ranged circular AoE that inflicts a stack of {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; -- with all Bright Blades and Dark Blades. Stand away from the boss to avoid this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Moon&#039;&#039;&#039;: Indicated by a pop-up text box mentioning the &amp;quot;new moon&amp;quot;, Tsukuyomi becomes black and gains the buff New Moon, which causes her to use &#039;&#039;&#039;Waning Grudge&#039;&#039;&#039; -- a donut AoE around the boss that inflicts a stack of {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; -- with all Bright Blades and Dark Blades. Stand next to the boss to avoid this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bright Blade&#039;&#039;&#039;: A large AoE that covers Tsukuyomi&#039;s left side and rear. Also inflicts a stack of {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Avoid this by standing to her right side. Must be dodged at the same time as Full Moon or New Moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Blade&#039;&#039;&#039;: A large AoE that covers Tsukuyomi&#039;s right side and rear. Also inflicts a stack of {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Avoid this by standing to her left side. Must be dodged at the same time as Full Moon or New Moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunacy&#039;&#039;&#039;: A stack marker is placed on one player, and soon after hits that player four times with damage that must be soaked by the party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagetsu&#039;&#039;&#039;: Places a red marker over one tank, one healer, and one DPS. Deals medium splash damage to each target, so spread accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tsuki-no-Kakera&#039;&#039;&#039;: Places a set of Dancing Fans in a circle around the arena, and one in the center. In succession, they will cast the circular AoE called &#039;&#039;&#039;Tsuki-no-Maiogi&#039;&#039;&#039;. Have party members stand in the Dancing Fan placed on the battlefield last; as soon as the center fan goes off, run in.&lt;br /&gt;
&lt;br /&gt;
Boss Rotation: Dance of the Dead --&amp;gt; New Moon/Full Moon --&amp;gt; Bright Blade/Dark Blade --&amp;gt; New Moon/Full Moon --&amp;gt; Bright Blade/Dark Blade --&amp;gt; Reprimand --&amp;gt; New Moon/Full Moon --&amp;gt; Lunacy + Tsuki-no-Kakera --&amp;gt; Bright Blade/Dark Blade --&amp;gt; Torment Unto Death --&amp;gt; New Moon/Full Moon --&amp;gt; Hagetsu + Zashiki-asobi --&amp;gt; Bright Blade/Dark Blade --&amp;gt; Reprimand --&amp;gt; Reprimand --&amp;gt; Lunacy + Tsuki-no-Kakera...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunacy (enrage)&#039;&#039;&#039;: A stack AoE will continue to strike party members until the party wipes.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Tsukuyomi&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Lunar Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Lunar Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Tsukuyomi Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Paladin Arms (IL 365)}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Crescents}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Celestial Kimono Remnant}}&lt;br /&gt;
{{Drops table row|Moonlit Tank Trimmings}}&lt;br /&gt;
{{Drops table row|Blue Moon Phasmascape}}&lt;br /&gt;
{{Drops table row|Tsukuyomi Weapon Coffer (IL 365)}}&lt;br /&gt;
{{Drops table row|Lunar Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Under the Moonlight}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Happy Death Day To Who}}&lt;br /&gt;
{{achievement table row|Mightier than the Moon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:FFXIV PUB Patch4 3 39 png jpgcopy.jpg&lt;br /&gt;
File:FFXIV PUB Patch4 3 40 png jpgcopy.jpg&lt;br /&gt;
File:FFXIV Tsukuyomi.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Jade_Stoa_(Extreme)&amp;diff=821303</id>
		<title>The Jade Stoa (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Jade_Stoa_(Extreme)&amp;diff=821303"/>
		<updated>2024-08-11T15:32:41Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|The Jade Stoa}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Jade Stoa (Extreme)&lt;br /&gt;
| description = A devoted student of the fine arts, the wandering minstrel has recently begun studying a form of classical Hingan poetry. Duly inspired by your account of the battle for [[Byakko]]&#039;s soul, he tries his hand at one such &amp;quot;tanka&amp;quot;, seeking to capture the essence of who the auspice truly is. Even absent music, his words nevertheless have a hypnotic feeling, and you find it rather easy to recall the encounter, albeit in a more dramatic fashion...&lt;br /&gt;
| image = The_Jade_Stoa_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 340&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| entrance = Yanxia&lt;br /&gt;
| entrance-coordinates = 31.4, 6.1&lt;br /&gt;
| location = The Jade Stoa&lt;br /&gt;
| region = Othard&lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Jade Stoa (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Auspice]]: [[Byakko]]===&lt;br /&gt;
Players will enter a circular arena and witness Byakko&#039;s transformation from a White Tiger into a more humanoid form. Bear in mind that the outer edges of the arena during the first and second phase are entirely safe. However, this does not apply during the transitional &#039;&#039;&#039;Free-Fall Phase&#039;&#039;&#039; in-between.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; - an unavoidable raid-wide AoE to keep healers on their toes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - a vicious tankbuster against Byakko&#039;s main target which should be mitigated via defensive cooldowns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Shock&#039;&#039;&#039; - a two-part mechanic where Byakko will physically hoist his main target into the air, rendering them unable to act. Simultaneously, a stack-marker will form on the opposite side of the arena - the location where Byakko will slam the grabbed target. Participants should move to the stack marker to help absorb incoming damage. If not absorbed, the slammed target (typically the main-tank) will take a fatal blow. &#039;&#039;&#039;State of Shock&#039;&#039;&#039; will inflict vulnerability stacks on both the slammed target and those who share the damage. It will also be executed twice in a row.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Due to the vulnerability debuff placed on the slammed target and those who share the damage, and the fact that this mechanic will happen twice in a row, the raid should split into two groups, one for each slam. Also, the off-tank should Provoke Byakko during the first grab so that they will take the second slam. If one tank takes both slams, or if people absorb more than one slam, results are typically fatal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039; - after moving to the centre of the arena, Byakko will begin firing a spiral of large red orbs from himself that will travel to the arena edges. Players must make every effort to avoid colliding with these orbs. At the same time, a tank, healer and damage-dealer will be marked with &#039;&#039;&#039;Ominous Wind&#039;&#039;&#039;, a debuff that will explode if two (or more) players with the debuff move close to each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; - after targeting a random player, this massive column AoE will be charged up and fired from Byakko during the above &#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039; mechanic (and various other moments during the battle). To avoid, move out of the large red telegraph as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hakutei (Tiger)&#039;&#039;&#039; - Byakko will unleash the White Tiger from his arm into the centre of the arena, requiring the off-tank to pick it up as soon as possible and turn it away from the party. This add is capable of a devastating cleave attack against everyone directly in front of it. While burning the add down as soon as possible, participants must also be ready to deal with &#039;&#039;&#039;Aramata&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aramata&#039;&#039;&#039; - Byakko marks two random players who will eventually drop a vicious AoE puddle on the ground at their location after a brief delay (three times in a row). These puddles will inflict a devastating bleed on anyone who collides with them. Those marked by Aramata should move as far away from the group as possible (preferably to the outer edge of the arena) and drop all three puddles in a manner that won&#039;t inconvenience the party.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; will once again be cast during the above overlap; thus healers must be ready to heal or help mitigate unavoidable AoE damage while the group focuses on burning down the White Tiger add.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distant Clap&#039;&#039;&#039; - a doughnut AoE that is cast at Byakko&#039;s hitbox, requiring players to either move to the opposite end of the arena or into Byakko himself to avoid damage. Simultaneously, the White Tiger will leap into the air and mark its main target with a vicious proximity tank buster, forcing them to move away from the group to avoid damaging them. As a result, the tank controlling the add should move to the outer edge of the arena (opposite of Byakko) while the rest move into Byakko.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; will be cast once more (column AoE), followed by an additional &#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; (unavoidable AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roar of Thunder&#039;&#039;&#039; - an unavoidable AoE that deals damage based on the amount of health the White Tiger has remaining. If insufficient damage has been inflicted to it by the time it is fully cast, the raid may suffer a wipe. The White Tiger will begin charging this after Byakko exits the arena, along with an additional mechanic, &#039;&#039;&#039;Aramata Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aramata Orbs&#039;&#039;&#039; - forms large orbs at the outer edges of the arena that will slowly move towards the centre. If they collide with the White Tiger, it&#039;ll be healed. Seeing as it is charging up an AoE attack based on its total health, the group must run through these orbs to pop them before they reach the centre.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Before the release of Shadowbringers, popping &#039;&#039;&#039;Aramata Orbs&#039;&#039;&#039; used to steal &#039;&#039;&#039;TP&#039;&#039;&#039; from the player. Due to Healers having no use for &#039;&#039;&#039;TP&#039;&#039;&#039; at the time, the normal strategy was to have either (or both) healers pop all the orbs themselves. However, &#039;&#039;&#039;TP&#039;&#039;&#039; no longer exists. The Orbs now inflict a debuff reducing physical damage dealt for a few seconds so the strategy still applies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Should you survive the oncoming &#039;&#039;&#039;Roar of Thunder&#039;&#039;&#039;, the next phase will begin with Byakko launching the entire raid into the air for a free-fall mini-phase.&lt;br /&gt;
&lt;br /&gt;
===Free-Fall Transition===&lt;br /&gt;
:After being launched into the air, the raid will begin free-falling. No actions (e.g. attacks or healing) can be performed at this time. During the phase, the outer ring of the arena will kill any player who touches it. Additionally, Byakko will begin firing orbs from far below which players must avoid. Periodically, Byakko will leap up and cast a doughnut AoE which must be avoided by moving into the centre. Lastly, Hakutei (the White Tiger) will occasionally cast a straight line AoE through the centre, forcing players to move out.&lt;br /&gt;
&lt;br /&gt;
:Should you survive the onslaught, the raid will land (stunned) in a new arena be blasted with a massive unavoidable AoE attack from Byakko, killing any player who took too much damage during the free-fall.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - the phase immediately begins with a vicious tank buster against the main target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hundredfold Havoc&#039;&#039;&#039; - a set of outward-firing AoE lightning patterns that are telegraphed by an arrow icon, displaying the direction they will travel from Byakko (arena centre). Two patterns will be fired simultaneously (the second being slightly delayed), giving players enough time for the first pattern to fire outward so that they can move into the now safe area to avoid the delayed pattern.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Shock&#039;&#039;&#039; will be cast at the near-end of the previous mechanic (identical to the first in phase 1). The off-tank should be ready to provoke Byakko after it grabs the main-tank, while the group split up and prepare to soak the two upcoming slams.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sweep Of The Leg&#039;&#039;&#039; - a massive frontal-cone AoE that Byakko will cast after every &#039;&#039;&#039;State of Shock&#039;&#039;&#039; during phase 2. Unlike normal mode, this will not have any telegraph whatsoever; thus players must be ready to stand behind Byakko after the double-slams to avoid being round-house kicked into oblivion. After executing this move, Byakko will leap into the centre of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039; - similar to the version in phase 1, except now, a tank, healer and damage-dealer will be marked with &#039;&#039;&#039;Gale Force&#039;&#039;&#039;, a large AoE marker that will drop a slowly expanding puddle at their location after a brief delay. Should any of these puddles collide with another puddle, the raid will wipe, forcing the group to position these puddles as far away from each other as possible (all while avoiding Orbs of Anguish).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: After dropping &#039;&#039;&#039;Gale Force&#039;&#039;&#039;, a tank, healer and damage-dealer will once again be marked by &#039;&#039;&#039;Ominous Wind&#039;&#039;&#039; which must be dealt with in the same manner as Phase 1. Marked players should avoid approaching any other player with the debuff as failure to do so will cause the debuffs to explode.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; will be cast from the edge of the arena while players are dodging &#039;&#039;Anguish Orbs&#039;&#039; and &#039;&#039;Gale Force Puddles&#039;&#039;. If the Gale Force puddles have been appropriately placed, players can quickly move to a safe spot between them to avoid the last remaining Anguish Orbs and the oncoming column AoE.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: From this point onward, a collective set of previously seen mechanics will be executed in sequence. Assuming the group survives the ordeal, Byakko will enter a mechanical loop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hakutei (Tiger)&#039;&#039;&#039; - similar to phase 1, the off-tank will need to pick up the White Tiger while the main-tank pulls Byakko to the outer edges. The mechanics are identical (with a few extra overlaps), such as &#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; (column AoE), &#039;&#039;&#039;Distant Clap&#039;&#039;&#039; (doughnut AoE from Byakko), the proximity marker on the off-tank, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; (tank buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roar of Thunder&#039;&#039;&#039; will be cast after the above string of mechanics, causing the White Tiger to jump into the centre and begin charging an unavoidable AoE with the damage based on its current health (just like phase 1, including the presence of &#039;&#039;&#039;Aramata Orbs&#039;&#039;&#039;). Additionally, the group will have to deal with mechanics from Byakko, such as &#039;&#039;&#039;Storm Pulse&#039;&#039;&#039;, while dealing with this slightly stricter DPS check. &#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; will be cast shortly afterwards, followed by two &#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; casts back-to-back.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Some groups may choose to use a Limit Break 3 (Tank) to absorb the &#039;&#039;&#039;Roar of Thunder&#039;&#039;&#039; instead of damaging the White Tiger. This is a good option if the group is concerned over the 12minute enrage timer, or to finish off Byakko if his health is low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hundredfold Havoc&#039;&#039;&#039; will be cast once more, except now it will stack with &#039;&#039;&#039;Gale Force&#039;&#039;&#039; (puddles) which should be placed the same way as they were before. Remember, should a puddle collide with another, the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Shock&#039;&#039;&#039; will be used once more, forcing a tank-swap and group-split to absorb the incoming slams while the &#039;&#039;&#039;Gale Force&#039;&#039;&#039; puddles expand. Bear in mind that &#039;&#039;&#039;Sweep The Leg&#039;&#039;&#039; will be cast after the double-slam with no telegraph. Once Byakko has slammed both tanks, be sure to move behind him to avoid his vicious round-house kick.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Byakko will now combo various mechanics on a loop (such as &#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039; and &#039;&#039;&#039;Gale Force&#039;&#039;&#039;) until he is defeated or he hits the enrage timer (&#039;&#039;&#039;12 minutes&#039;&#039;&#039;). Should the fight go on for that long, he will repeatedly cast &#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; three times before charging up a forced raid-wipe with a fourth cast.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Byakko&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Byakko Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Auspicious Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Byakko Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Paladin Arms (IL 355)}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Greatsword}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Fists}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Katana}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Handscythes}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Lutebow}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Estoc}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Byakko&#039;s Mane}}&lt;br /&gt;
{{Drops table row|Byakko Weapon Coffer (IL 355)}}&lt;br /&gt;
{{Drops table row|Auspicious Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of the Jade Stoa}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Rock Warrior}}&lt;br /&gt;
{{achievement table row|Mightier than the White}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
The Jade Stoa1.jpg&lt;br /&gt;
The Jade Stoa2.jpg&lt;br /&gt;
The Jade Stoa3.jpg&lt;br /&gt;
The Jade Stoa4.jpg&lt;br /&gt;
The Jade Stoa5.jpg&lt;br /&gt;
File:Byakko.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Shinryu%27s_Domain&amp;diff=821302</id>
		<title>The Minstrel&#039;s Ballad: Shinryu&#039;s Domain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Shinryu%27s_Domain&amp;diff=821302"/>
		<updated>2024-08-11T15:32:33Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Royal Menagerie}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Shinryu&#039;s Domain&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Shinryu&#039;s Domain Image.png&lt;br /&gt;
| description = A god born of sorrow and despair. A man who lives only for death. As one they fought the Warrior of Light, and as one they fell. No words could do this titanic encounter justice... unless they come from the wandering minstrel, to whom no event is beyond improvement. As his nimble fingers pluck out the chords, his rich voice carries you to a place above the world, one that is at once familiar and foreign: [[Shinryu]]&#039;s domain.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| location = Transparency&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.1&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Shinryu&#039;s Domain&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|Pnqopy0Q4dI|350|right|The Minstrel&#039;s Ballad: Shinryu&#039;s Domain - Primal Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Primal]]: [[Shinryu]]===&lt;br /&gt;
Much like normal mode, your battle against Shinryu will involve the presence of a &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039;. Once the gauge reaches 100, Shinryu will execute a special attack. In addition, players must also contend with &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; - an attackable piece of Shinryu that will regenerate over the course of the battle. If the &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039; reaches maximum while &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is active, participants will suffer an unavoidable raid-wipe. However, whenever the heart is destroyed, Shinryu will suffer major damage. Inbetween each ultimate, Shinryu will use its left and right-wing to bombard the raid with further mechanics.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, your battle against Shinryu will immediately begin on the chequered platform seen in Phase 2 of Normal mode. Furthermore, the middle tile can now be destroyed, and should that happen, the raid will suffer an unavoidable wipe. All tiles (including the central tile) can only withstand two direct attacks from Shinryu before breaking, so watch out!&lt;br /&gt;
&lt;br /&gt;
Lastly, both the main enmity target and the off-tank will suffer continuous auto-attacks from Shinryu, keeping Healers on their toes throughout the battle.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
With the above notes in mind, participants should begin the battle by immediately destroying &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earthen Fury (Ultimate)&#039;&#039;&#039; is scripted to be the first ultimate attack once the &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039; is full, resulting in unavoidable damage to the entire raid and outright destroying the eastern and western tiles, as well as dealing one hit to various other platforms (leaving noticeable cracks).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039; will tether individual players to another in their respective roles; such as the two tanks, the two healers, and damage-dealers to a fellow damage-dealer. These chains can be broken by stretching them (i.e, tethered players running in opposite directions). If they are not broken in time, tethered players will be afflicted with &#039;&#039;&#039;Fire Damage&#039;&#039;&#039; and &#039;&#039;&#039;Supperation&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Wave (Ultimate)&#039;&#039;&#039;, another ultimate attack that requires 100 &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039;, will create a whirlpool at either the west, east or southern side of the platform that will eventually inflict a major knockback along with moderate raid damage. Participants must stand close to the whirlpool in order to avoid being punted off the platform, though they must also be mindful of overlapping mechanics and missing platform tiles when doing so.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Water Puddles&#039;&#039;&#039; will form at various locations whenever Shinryu executes a &#039;&#039;water&#039;&#039; or &#039;&#039;ice&#039;&#039; based ultimate (such as above-mentioned &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;). By standing in a puddle, players will gain a major &#039;&#039;&#039;Fire Resistance&#039;&#039;&#039; buff but also a massive &#039;&#039;&#039;Lightning Vulnerability&#039;&#039;&#039; debuff. These must be used (or avoided) when dealing with certain fire or lighting based mechanics later on. Bear in mind that these puddles will be destroyed via &#039;&#039;Fire&#039;&#039; or &#039;&#039;Lightning&#039;&#039; mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;, a special attack by Shinryu&#039;s &#039;&#039;&#039;Left Wing&#039;&#039;&#039;, will summon 3 icicles at the edge of the platform (opposite Shinryu&#039;s current location) which will eventually dash across the entire platform in a straight line, inflicting damage, knockback and debuffs to anyone caught in their path. To avoid, players must position themselves out of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Slam&#039;&#039;&#039; will mark a random healer with a noticeable green icon resembling Shinryu&#039;s tail. After a brief delay, Shinryu will slam down its tail (from the side of the platform closest to the marked player) and deal damage to two tiles, as well as anyone caught in its path. If the tail-marker is dropped in a way where it will collide with at least one undamaged tile, the tail will remain attackable for a brief period, giving the raid an opportunity to destroy it for major damage to Shinryu. If, however, the tail-marker is dropped on two damaged tiles, both tiles will immediately be destroyed with no opportunity to attack the tail, which also leaves the group with less room to deal with future mechanics.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*Shortly after the first &#039;&#039;&#039;Tail Slam&#039;&#039;&#039; has finished, one of two abilities cast by Shinryu&#039;s &#039;&#039;&#039;Right Wing&#039;&#039;&#039; will land. This can either be &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; - a lightning spell that will blast each player with AoE lightning (amplified on anyone standing within a &#039;&#039;&#039;water puddle&#039;&#039;&#039;) - or &#039;&#039;&#039;Hypernova&#039;&#039;&#039; - a concentrated blast of fire damage that requires players to stack within a &#039;&#039;&#039;water puddle&#039;&#039;&#039; and share the damage. Bear in mind that &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; is indicated by a purple-coloured icon, whereas &#039;&#039;&#039;Hypernova&#039;&#039;&#039; is indicated by a flaming orange icon.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will regenerate, placing the raid under a DPS check where they must once again destroy the heart before the &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039; reaches full.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Storm&#039;&#039;&#039;, an unavoidable raid-wide damage ability from Shinryu&#039;s &#039;&#039;&#039;Left Wing&#039;&#039;&#039;, will follow soon after, loosely overlapped by Shinryu&#039;s &#039;&#039;&#039;Central Slam&#039;&#039;&#039; - a direct attack on the central tile that must be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;, a vicious tank-buster that requires both tanks to share damage via heavy mitigation cooldowns. Alternatively, a lone tank can utilize an immunity cooldown instead. This ability will overlap with &#039;&#039;&#039;Akh Rhal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhal&#039;&#039;&#039; will target the ground beneath a random damage dealer and blast that location with vicious AoE damage after a brief delay. All players must move away from the affected area if they wish to avoid major damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*At this point, Shinryu will prepare to cast one of two ultimate abilities once the &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039; has been filled - &#039;&#039;&#039;Hellfire&#039;&#039;&#039; or &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039;. Regardless of which attack is chosen, it will overlap with another &#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;, so watch out!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellfire (Ultimate)&#039;&#039;&#039;, like &#039;&#039;&#039;Hypernova&#039;&#039;&#039;, requires players to utilize a water puddle in order to acquire &#039;&#039;&#039;Fire Resistance Up&#039;&#039;&#039; and absorb the damage (whilst simultaneously avoiding &#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Bolt (Ultimate)&#039;&#039;&#039;, being lightning-based, requires players to avoid both the water puddles and summoned icicles simultaneously. In addition, the 1-4 players hit by &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; will be afflicted with a dispellable paralysis debuff that should be removed as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*Bear in mind that either ultimate will cleanse the platform of all remaining &#039;&#039;&#039;water puddles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Slam&#039;&#039;&#039; will now mark a random damage-dealer instead of a healer, but is dealt with the same way as before. Be sure you place it so that the tail collides with at least one undamaged platform (preferably the centre if it is undamaged), allowing the raid to counter-attack the tail and potentially destroy it for major damage to Shinryu. Much like before, the &#039;&#039;&#039;Tail Slam&#039;&#039;&#039; will be loosely overlapped by &#039;&#039;&#039;Levin Bolt&#039;&#039;&#039;, meaning players should be ready to spread out and avoid clipping each other with AoE lightning damage, which is then followed by another &#039;&#039;&#039;Ice Storm&#039;&#039;&#039; (unavoidable AoE damage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will once again regenerate, pressuring the group with another DPS check. Make sure the heart is destroyed before the &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039; reaches full!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, unlike before, will now tether all healers and tanks - but not damage dealers. Despite this, the chains are dealt with in the exact same manner - moving in opposite directions to stretch them out until they break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earth Breath&#039;&#039;&#039; will mark one healer and one damage dealer with a noticeable marker. After a brief delay, Shinryu will blast both of the marked players with an AoE attack. Those marked by &#039;&#039;&#039;Earth Breath&#039;&#039;&#039; should position themselves so that the following AoE attack does not hit other members of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; and &#039;&#039;&#039;Akh Rhal&#039;&#039;&#039; will follow shortly and is dealt with in the same manner as before. However, bear in mind that the Akh-combo will be overlapped with another &#039;&#039;&#039;Ice Storm&#039;&#039;&#039; (unavoidable AoE damage) which may prove fatal for anyone on low health.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Dust (Ultimate)&#039;&#039;&#039; will blanket all remaining tiles in ice, causing anyone who moves to slide a sizeable distance in the direction they moved in. To make matters worse, both Healers will be tethered by &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, forcing them to slide in opposite directions to break the chains as soon as possible without sliding off the platform to their doom. Due to being an ice ultimate, &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039; will form new &#039;&#039;&#039;water puddles&#039;&#039;&#039; around the platform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiryu (4x Adds)&#039;&#039;&#039; will now be summoned around the platform and tether themselves to an individual player. Each add must be healed to full (rather than destroyed) in order to defeat them. Failure to do so will cause each unhealed add to crash down upon the tethered target and inflict raid-wide damage and debuffs. During this time, a tank will be marked for another &#039;&#039;&#039;Tail Slam&#039;&#039;&#039;. If all is going well, there should be one undamaged tile remaining, so be sure to bait the slam so that the tail lands on the undamaged tile - giving the raid another opportunity to destroy the tail and inflict bonus damage to Shinryu.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will regenerate once more, providing another DPS check before the next ultimate attack. Simultaneously, participants must deal with another &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Akh Rhal&#039;&#039;&#039; combo, along with &#039;&#039;&#039;Summoned Icicles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Blast (Ultimate)&#039;&#039;&#039; will conjure a whirling tornado on the central tile that will regularly knock players away from the centre. After a few minor pushbacks, players will be hit by a final blast which will knock players away by a greater distance, so be sure to position yourself so that you aren&#039;t knocked over the edge of the platform. Bear in mind that &#039;&#039;&#039;Aerial Blast&#039;&#039;&#039; will be loosely overlapped by &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; on random damage dealers who may need to utilize the knockback to break their chains, or be ready to do so as soon as possible once &#039;&#039;&#039;Aerial Blast&#039;&#039;&#039; has finished.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earth Breath&#039;&#039;&#039; will once again mark a healer a damage dealer, forcing them to move away so that the rest of the raid isn&#039;t clipped by upcoming AoE damage. This will be overlapped by yet another &#039;&#039;&#039;Icestorm&#039;&#039;&#039; (unavoidable AoE), so be ready to shield or heal upcoming damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divebomb&#039;&#039;&#039; will cause Shinryu to fly to a corner of the arena and prepare to swoop across it in a diagonal line, forcing players to move to an adjacent tile to avoid being caught in its path. Unlike normal mode, this mechanic will not come with an obvious telegraph. Once complete, Shinryu will land once more, possibly at a different side of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: At this point, Shinryu will cycle through familiar mechanics until it is brought down to 44% health or lower, resulting in a transition to Phase 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Transition===&lt;br /&gt;
Just like normal mode, all players will be bound before an &#039;&#039;&#039;Active Time Manoeuvre&#039;&#039;&#039; takes place. Assuming you successfully free yourself, players will be transported to a new area, whereas those who failed will be instantly killed.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
The new phase begins with &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, a proximity-based landing from Shinryu that will inflict damage and a massive knockback. The entire raid should immediately rush to the north of the platform so that the resulting knockback successfully launches them to another tile in the distance. Upon landing, players must continue moving north to avoid damage from more proximity markers around the rest of the arena, each of which will drop a meteor-like egg that hatches into multiple adds - one large add and four smaller ones. Bear in mind that the larger adds are capable of casting &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;, which should be interrupted whenever possible.&lt;br /&gt;
&lt;br /&gt;
After a brief delay, more proximity markers will indicate the arrival of even more adds - this time, two large adds and three smaller ones.&lt;br /&gt;
&lt;br /&gt;
Finally, five random players will be marked via massive AoE markers, forcing the raid to spread out to avoid unnecessary damage. After a brief delay, these markers will become the location for one final wave of proximity markers that will drop more add-spawning meteors, resulting in five small adds.&lt;br /&gt;
&lt;br /&gt;
During the entire add phase, Shinryu will be gathering more &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039;. If Shinryu accumulates 100 aether before the add phase is completed, the raid will suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protostar&#039;&#039;&#039; will inflict massive raid-wide damage if the group successfully defeated all adds before the aether gauge was filled.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Spit&#039;&#039;&#039; follows, marking the centre of the arena with a shimmering blue marker. After a brief delay, Shinryu will smash its tail into the marker, knocking everyone backwards. Players must move close to (but not inside) the marker in a way where they will be knocked to a diagonal corner of the arena, as being knocked to the sides will likely result in falling over the edge. All players who survive the knockback can now walk across Shinryu&#039;s tail to the first platform. However, Shinryu will pepper the raid with laser beams as they attempt to cross the void, so be careful!&lt;br /&gt;
&lt;br /&gt;
*Players who managed to cross the void onto Shinryu&#039;s platform will notice a &#039;&#039;&#039;Doom Puddle&#039;&#039;&#039; within its hitbox. This pulsating puddle of darkness will inflict doom on anyone who stands within it. Should a player remain in the puddle for ten seconds, they will immediately perish. For the following mechanics, players should group up in front of Shinryu.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tera Slash&#039;&#039;&#039; is a vicious tank buster that will inflict &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; against the target. As a result, tanks should co-ordinate a tank-swap while it is being cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039; will afflict every member of the group, forcing tethered players to move in opposite directions in order to break them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; - a sharable damage &amp;amp; debuff AoE - will loosely overlap &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;. Unlike regular stack markers, &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; is a staggered attack that will inflict &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; to anyone caught in the blast, preventing the entire raid from stacking up into a single group. Instead, all players should split up into pairs as soon as the &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; have been broken. This will help to prevent multiple applications of vulnerability being multi-stacked on the entire group.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*Shinryu will now combo &#039;&#039;&#039;Icestorm&#039;&#039;&#039; with one of two additional mechanics - &#039;&#039;&#039;Hypernova&#039;&#039;&#039; or &#039;&#039;&#039;Levinbolt&#039;&#039;&#039;. Bear in mind that during this phase, &#039;&#039;&#039;Icestorm&#039;&#039;&#039; will freeze any player who is not moving when it has been cast. This needs to be avoided (or allowed) depending on the mechanic that will overlap with &#039;&#039;&#039;Icestorm&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinbolt&#039;&#039;&#039; - a delayed blast of lightning that will affect the area that each player was standing in when the cast has been completed. In short, once &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; has been cast, players must move away from where they were standing at the time. Due to the overlapping &#039;&#039;&#039;Icestorm&#039;&#039;&#039;, players can deal with this combo by standing together near the boss (to bait &#039;&#039;&#039;Levinbolts&#039;&#039;&#039; into a predictable area), moving on the spot to avoid being &#039;&#039;&#039;frozen&#039;&#039;&#039; by &#039;&#039;&#039;Icestorm&#039;&#039;&#039;, then moving around the boss (preferably away from each other) to avoid the oncoming &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; damage in the baited area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hypernova&#039;&#039;&#039; - a delayed blast of sharable fire damage. Without protection, the damage is particularly vicious, hence players should stack together and allow &#039;&#039;&#039;Icestorm&#039;&#039;&#039; to freeze the entire group together, giving them some much-needed fire resistance. On doing so, the group will share the damage and eventually be thawed out of the ice by the resulting fire damage-over-time. Once released, Healers should be ready to top up the group as soon as possible.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*Shinryu will follow-up on the previous combo with one of two abilities: &#039;&#039;&#039;Benightning Breath&#039;&#039;&#039; or &#039;&#039;&#039;Wyrmwall&#039;&#039;&#039;. &#039;&#039;&#039;Benightning Breath&#039;&#039;&#039; is a large frontal AoE with a bright purple telegraph that can cover a sizeable portion of the arena. Anyone unlucky enough to be caught in the following blast will take immense damage and also receive an &#039;&#039;&#039;Infirmity&#039;&#039;&#039; debuff. By comparison, &#039;&#039;&#039;Wyrmwall&#039;&#039;&#039; is an arena-wide attack with only one safe spot inside Shinryu&#039;s hitbox. Due to this area being covered by the &#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;, players who linger too long within the safe spot (10 seconds) will undoubtedly be slain outright by doom.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tera Slash&#039;&#039;&#039; - the vicious tank buster that applies &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; - will be executed straight after the above combo, thus both tanks need to be ready to swap as it is being cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiryu (4x Adds)&#039;&#039;&#039; will once again be summoned around the platform and are dealt in the same manner as they were in Phase 1. They cannot be killed, only healed, and any add not healed to maximum health in time will unleash unwanted damage and debuffs. While the Healers handle this mechanic, the rest of the group should take the opportunity to inflict as much damage to Shinryu as possible between other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tera Slash&#039;&#039;&#039; will be used once again, forcing another tank-swap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039; will once again overlap with &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;, forcing the group to break their chains, preferably in pairs so that they can appropriately absorb &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; without clipping or applying debuffs to anyone else around them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Benightning Breath&#039;&#039;&#039; or &#039;&#039;&#039;Wyrmwall&#039;&#039;&#039; follows once more, both of which are dealt with in the same manner as before, completing what will eventually become a mechanical loop until Shinryu has been reduced down to &amp;lt;25% health.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* When Shinryu reaches 22% HP remaining, it will cease attacking and slowly begin casting &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;, a hard enrage. As soon as it begins, small launch markers will appear on the platform that allows players to leap up onto Shinryu&#039;s back. While there, players can now target Shinryu&#039;s right and left wings, both of which will be also be long-casting a hard enrage ability, &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039;, respectively. Though defeating Shinyru will automatically end the fight, there is astronomically little chance of accomplishing this before one of the wings finishes casting their enrage, so the wings must be both defeated not only to stop their casts, but to also deal signifigant damage to Shinyru. Once both wings are dispatched, quickly DPS down Shinyru&#039;s remianing health before &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; goes off, and the trial will be over.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Shinryu&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Shinryu Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Legendary Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Shinryu Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Paladin Arms (IL 335)}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s War Axe}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Greatsword}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Gunblade}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Claws}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Katana}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Daggers}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Chakrams}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Shinryu Weapon Coffer (IL 335)}}&lt;br /&gt;
{{Drops table row|Legendary Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Worm&#039;s Tail}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|How to Slay Your Dragon 2}}&lt;br /&gt;
{{achievement table row|Mightier than the Worm}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
shinryus domain intro.jpg&lt;br /&gt;
shinryus domain1.jpg&lt;br /&gt;
shinryus domain2.jpg&lt;br /&gt;
shinryus domain3.jpg&lt;br /&gt;
File:Shinryu.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Emanation_(Extreme)&amp;diff=821301</id>
		<title>Emanation (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Emanation_(Extreme)&amp;diff=821301"/>
		<updated>2024-08-11T15:32:25Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|Emanation}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Emanation (Extreme)&lt;br /&gt;
| description = In the shadow of [[Kugane]]&#039;s renowned Mujikoza theater, you recount your clash with Sri [[Lakshmi]] to the wandering minstrel. Moved to melancholy by the tragic tale, he forgoes adapting it for the stage, choosing instead to honor the memory of the departed with a verse. So vivid are the words and sorrowful the melody, you cannot help but relive the fateful encounter in your mind&#039;s eye...&lt;br /&gt;
| image = Emanation_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 300&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Emanation&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Emanation (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lady of Bliss: [[Lakshmi]]===&lt;br /&gt;
===First Phase===&lt;br /&gt;
[[File:HandOfGrace1.png|350px|thumb|right|Hand of Grace positioning chart&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Although this maximizes safe space, different positional variations may be more effective for your team composition]]&lt;br /&gt;
[[File:AlluringArm1.png|350px|thumb|right|Alluring Arm positioning chart (1 cross - 2 lily pads)]]&lt;br /&gt;
[[File:AlluringArm2.png|350px|thumb|right|Alluring Arm positioning chart (2 cross - 1 lily pad)]]&lt;br /&gt;
[[File:HandOfBeauty1.png|350px|thumb|right|Hand of Beauty positioning chart]]&lt;br /&gt;
* This phase begins with two adds&lt;br /&gt;
# Tail Slap - wide frontal cleave&lt;br /&gt;
# Inner Demons - gaze attack&lt;br /&gt;
# {{action icon|Stotram}} - Add heal from Lakshmi and raid-wide damage&lt;br /&gt;
* After the adds are down, Lakshmi becomes targetable&lt;br /&gt;
* Lakshmi will cast abilities in the following order:&lt;br /&gt;
# Hand of Grace - Telegraphed AoE &lt;br /&gt;
# The Pull of Light - Tankbuster (cast simultaneously with Hand of Grace)&lt;br /&gt;
# {{action icon|Stotram}}&lt;br /&gt;
# The Pull of Light&lt;br /&gt;
# The Path of Light - Large frontal cleave centered on player with second highest aggro (marked with a blue marker)&lt;br /&gt;
# Alluring Arm - One &#039;&#039;&#039;+&#039;&#039;&#039; AoE, and two lily pads&lt;br /&gt;
# The Pull of Light&lt;br /&gt;
# {{action icon|Stotram}}&lt;br /&gt;
# The Pall of Light - Stack on the marked player to share damage&lt;br /&gt;
# The Pull of Light&lt;br /&gt;
# Chanchala - Massive ability buff&lt;br /&gt;
* After Chanchala, Lakshmi&#039;s abilities are altered and her damage is substantially increased&lt;br /&gt;
* The next abilities will be cast in Lakshmi&#039;s first Chanchala form in the following order:&lt;br /&gt;
# Divine Denial - Raid-wide knockback, will kill anyone not using Vril&lt;br /&gt;
# Hand of Beauty - Telegraphed AoE on bother healers&lt;br /&gt;
# The Pull of Light - Substantially more damage, Vril to avoid death&lt;br /&gt;
# The Path of Light - Substantially more damage, Vril to avoid death&lt;br /&gt;
# Divine Desire - Raid-wide pull and bleed AoE in the center of the arena (Vril negates pull)&lt;br /&gt;
* After Divine Desire, Lakshmi returns to her regular form and resumes her regular abilities&lt;br /&gt;
* Her next rotation is as follows:&lt;br /&gt;
# The Pull of Light&lt;br /&gt;
# The Path of Light&lt;br /&gt;
# {{action icon|Stotram}}&lt;br /&gt;
* At around 50% HP, Lakshmi becomes untargetable and the add phase begins&lt;br /&gt;
&lt;br /&gt;
===Second Phase - Adds===&lt;br /&gt;
* Once Lakshmi becomes untargetable, she&#039;ll summon four Dreamer adds: two Brahmin and two Shudra&lt;br /&gt;
# Water III - Telegraphed AoE&lt;br /&gt;
* One add will be marked with a blue Vril bubble&lt;br /&gt;
* This bubble rotates to a different add every 10 seconds&lt;br /&gt;
* Every add with Vril that&#039;s killed will replenish players&#039; Vril by 1&lt;br /&gt;
* Players will need to kill 3 adds to fully replenish Vril (Vril won&#039;t be restored until at least 3 adds are killed with the bubble on them)&lt;br /&gt;
* Lakshmi will cast her ultimate once the gauge reaches 0 regardless if adds remain on the field&lt;br /&gt;
* After her ultimate, her final phase begins&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
* After her ultimate, Lakshmi immediately begins her final phase with Chanchala:&lt;br /&gt;
# Divine Doubt - Raid-wide confuse (Vril lowers confuse time)&lt;br /&gt;
# The Path of Light&lt;br /&gt;
# The Pull of Light&lt;br /&gt;
* Lakshmi drops her Chanchala form and begins glowing gold:&lt;br /&gt;
# Vril Restoration (Z and Straight)&lt;br /&gt;
# The Pull of Light&lt;br /&gt;
# The Pall of Light&lt;br /&gt;
# Alluring Arm - Two crosses and two lily pads&lt;br /&gt;
# The Path of Light&lt;br /&gt;
# {{action icon|Stotram}}&lt;br /&gt;
* Lakshmi then enters Chanchala once more:&lt;br /&gt;
# Divine Doubt&lt;br /&gt;
# The Pall of Light - Stack to mitigate damage, pop Vril to avoid bleed debuff&lt;br /&gt;
# Vril Restoration (Circle and Z)&lt;br /&gt;
# Divine Desire - Cast at the same time as the Vril Restoration&lt;br /&gt;
# Vril Restoration (Circle and Z)&lt;br /&gt;
# {{action icon|Stotram}} - Pop Vril to survive, will kill those with bleed debuff or not topped off on HP&lt;br /&gt;
* Lakshmi drops Chanchala and starts begins her final rotation:&lt;br /&gt;
# Alluring Arm&lt;br /&gt;
# The Pall of Light&lt;br /&gt;
# The Path of Light&lt;br /&gt;
* After some time, if Lakshmi is still not dead, she will soft enrage by using Chanchala&lt;br /&gt;
* If she is still not killed, Lakshmi will hard enrage and cast Divine Desire until the party wipes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039; for an indepth explanation of each mechanic, visit the &#039;&#039;&#039;Mechanics&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|-&lt;br /&gt;
!Ability&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vril&#039;&#039;&#039;||Usable Action||style=&amp;quot;width:80%; text-align:left&amp;quot;|Vril is used slightly differently from [[Emanation]]. Players will start with 3 charges of Vril that must be spread out over the course of the fight. Using Vril has a similar effect to [[Emanation]], preventing negating certain mechanics including Lakshmi&#039;s ultimate. Refill times can be found in the strategy and rotation sections. Because refill times are so few and far between, players should use Vril as few times as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;||Add Ability||style=&amp;quot;width:80%; text-align:left&amp;quot;|Tanks should face adds away from the party while maintaining top aggro to prevent a party-wide cleave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Demons&#039;&#039;&#039;||Add Ability||style=&amp;quot;width:80%; text-align:left&amp;quot;|Easy to dodge telegraphed gaze attack. If missed, will cause stun to players caught by the gaze.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Stotram}}&#039;&#039;&#039;||Heal &amp;amp; Raid-wide Damage||style=&amp;quot;width:80%; text-align:left&amp;quot;|Lakshmi will periodically heal adds by casting {{action icon|Stotram}}. This ability also causes high raid-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand of Grace&#039;&#039;&#039;||Telegraphed AoE||style=&amp;quot;width:80%; text-align:left&amp;quot;|Works exactly the same as normal mode except three players will be targeted. Marked players are assigned a &#039;&#039;&#039;+&#039;&#039;&#039; line AoE. Spread out from the party and align yourselves so that there is no overlap to prevent excess damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Pull of Light&#039;&#039;&#039;||Tank Buster||style=&amp;quot;width:80%; text-align:left&amp;quot;|Heavy tank buster. Mitigate with cooldowns and heals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Path of Light&#039;&#039;&#039;||Frontal Cleave||style=&amp;quot;width:80%; text-align:left&amp;quot;|Targets the second highest enmity target (marked as a &amp;quot;2&amp;quot; on the party list) with a blue marker. After a few seconds, Lakshmi unleashes a massive frontal cone attack in that player&#039;s direction. Bait the attack away from the group, but ensure that it also doesn&#039;t hit the main tank as well.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alluring Arm&#039;&#039;&#039;||Telegraphed AoE||style=&amp;quot;width:80%; text-align:left&amp;quot;|Lakshmi marks one player with a &#039;&#039;&#039;+&#039;&#039;&#039; line AoE and two other players will be marked with the lily pads. Those marked with the lily pads should spread to avoid overlapping splash damage, and the player marked with the &#039;&#039;&#039;+&#039;&#039;&#039; line AoE should align themselves appropriately to give the rest of the party a large safe zone. An easy way to deal with this is have the &#039;&#039;&#039;+&#039;&#039;&#039; line AoE align themselves directly in the middle of the arena behind Lakshmi and the two players marked with the lily pads move to one of the two large open corners. The unmarked players can then align themselves accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Pall of Light&#039;&#039;&#039;||Stack Damage||style=&amp;quot;width:80%; text-align:left&amp;quot;|Stack on the marked player to share damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chanchala / Chimichanga / Chinchilla&#039;&#039;&#039;||Buff||style=&amp;quot;width:80%; text-align:left&amp;quot;|Immediately use Vril as soon as Lakshmi starts her casting animation. Chanchala increases the damage of Lakshmi&#039;s attacks and adds new abilities to them. In addition, Chanchala also enables Lakshmi to use her Divine attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Denial (Chanchala)&#039;&#039;&#039;||Raid-wide Knockback||style=&amp;quot;width:80%; text-align:left&amp;quot;|Arena-wide knockback AoE that will kill anyone who hasn&#039;t used Vril. This skill still causes knockback even with Vril, so be sure to stand close to the center to avoid being knocked off the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand of Beauty (Chanchala)&#039;&#039;&#039;||Telegraphed AoE||style=&amp;quot;width:80%; text-align:left&amp;quot;|Both healers will be marked with puddles. Healers should split to opposite sides of the arena. Healers should use Vril &#039;&#039;&#039;before&#039;&#039;&#039; the puddle drops to avoid status debuffs. The puddles dropped in this form will spawn, grow in size twice, then disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Pull of Light (Chanchala)&#039;&#039;&#039;||Tank Buster||style=&amp;quot;width:80%; text-align:left&amp;quot;|The same skill as above, except in this form Lakshmi does a significantly larger amount of damage. Tanks can pop a Vril to survive the tank buster.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Path of Light (Chanchala)&#039;&#039;&#039;||Frontal Cleave||style=&amp;quot;width:80%; text-align:left&amp;quot;|The player with the second most aggro will be targeted with a heavy hitting frontal cone AoE. In Chanchala form, it will do substantially more damage and a Vril can be popped in order to survive this mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Desire (Chanchala)&#039;&#039;&#039;||Raid-wide Pull &amp;amp; Bleed||style=&amp;quot;width:80%; text-align:left&amp;quot;|Lakshmi moves to the middle of the arena and casts an arena-wide pull on all players. Players should pop Vril and stay away from the center to avoid the bleed AoE cast around Lakshmi.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Water III&#039;&#039;&#039;||Add Ability||style=&amp;quot;width:80%; text-align:left&amp;quot;|Marks players with an orange marker. Marked players need to move away from the group to avoid splash damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alluring Embrace&#039;&#039;&#039;||&#039;&#039;&#039;Ultimate&#039;&#039;&#039;||style=&amp;quot;width:80%; text-align:left&amp;quot;|Players must pop Vril to survive Lakshmi&#039;s ultimate. The ultimate will trigger once the &amp;quot;alluring embrace&amp;quot; gauge reaches 0 regardless if adds in the arena are still alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Doubt&#039;&#039;&#039;||Raid-wide Confuse||style=&amp;quot;width:80%; text-align:left&amp;quot;|Players will be debuffed with Confusion for 16 seconds causing players to attack each other. Using Vril before this ability will shorten the amount of time Confusion lasts. To avoid ganks, players should split off into groups of two to prevent 2-on-1 situations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vril Restoration&#039;&#039;&#039;||Telegraphed AoE||style=&amp;quot;width:80%; text-align:left&amp;quot;|Vril bubbles will be spawned around the arena in two separate patterns. These will occur in two sets. The first set includes the following two patterns. The first pattern will be in a &amp;quot;Z&amp;quot; shape, while the second will be in a straight line.&lt;br /&gt;
&lt;br /&gt;
The second set includes the next two patterns. The first pattern will be in a circle around the outer edge of the arena. The second pattern will be a &amp;quot;Z&amp;quot; shape again. During these two sets, AoEs will also spawn around the arena. Players should avoid AoEs where possible and replenish their Vril.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Pall of Light (Chanchala)&#039;&#039;&#039;||Stack Damage||style=&amp;quot;width:80%; text-align:left&amp;quot;|Similar to the original form, except it hits much harder and applies a heavy bleed debuff to anyone not under the effect of Vril.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Stotram}} (Chanchala)&#039;&#039;&#039;||Raid-wide Damage||style=&amp;quot;width:80%; text-align:left&amp;quot;|Very heavy hitting skill. {{action icon|Stotram}} in Chanchala form will instantly kill anyone with the bleed debuff or anyone not topped off. Players should pop a Vril to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Lakshmi&#039;s Accessories}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Bliss Totem}} per kill. Collect 5 totems to exchange for accessories or 99 for a {{Item icon|Blissful Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Lakshmi Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Necklace of Fending}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Necklace of Slaying}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Necklace of Aiming}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Necklace of Casting}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Necklace of Healing}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Bracelet of Fending}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Bracelet of Slaying}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Bracelet of Aiming}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Bracelet of Casting}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Bracelet of Healing}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Ring of Fending}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Ring of Casting}}&lt;br /&gt;
{{Drops table row|Lakshmi&#039;s Ring of Healing}}&lt;br /&gt;
{{Drops table row|Blissful Shroud}}&lt;br /&gt;
{{Drops table row|Blissful Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Beauty&#039;s Wicked Wiles}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Lakshmi Intolerant}}&lt;br /&gt;
{{achievement table row|Mightier than Bliss}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Emanation ex 3.jpg&lt;br /&gt;
Emanation ex 1.jpg&lt;br /&gt;
Emanation ex 2.jpg&lt;br /&gt;
Lakshmi1.png&lt;br /&gt;
Lakshmi2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Pool_of_Tribute_(Extreme)&amp;diff=821300</id>
		<title>The Pool of Tribute (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Pool_of_Tribute_(Extreme)&amp;diff=821300"/>
		<updated>2024-08-11T15:32:17Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Pool of Tribute}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Pool of Tribute (Extreme)&lt;br /&gt;
| description = In the shadow of Kugane&#039;s renowned Mujikoza theater, you recount your clash with [[Susano]] to the wandering minstrel. Inspired by your tale, he proceeds to commit it to song, his gift for words imbuing events with an intensity you do not quite recall. Such is common practice when adapting for the stage, the minstrel explains, as your mind wanders back to the scene of battle, the verses echoing in your mind...&lt;br /&gt;
| image = The_Pool_of_Tribute_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 300&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| entrance = The Ruby Sea&lt;br /&gt;
| entrance-coordinates = 4.7, 22.2&lt;br /&gt;
| location = The Blessed Treasury&lt;br /&gt;
| region = Othard&lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Pool of Tribute (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|CFWPZb9q_Zo|350|right|The Pool of Tribute (Susano) Extreme}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of the Revel: [[Susano]]===&lt;br /&gt;
Pretty much all of the attacks you&#039;ve seen in the Normal version will be present here as well, with the addition of some new ones. Susano will announce any of his bigger moves, so pay attention to what he says. The first time he uses a mechanic/move, he will drop a line in chat to give you an idea of what telegraphed line triggers which move, but after that, you&#039;re on your own.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&#039;&#039;&#039;Rasen Kaikyo&#039;&#039;&#039; - Places a circular AoE under four random party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Churning&#039;&#039;&#039; - &amp;quot;Rise, rise to the occasion!&amp;quot; This move is indicated by waterbubbles floating around the arena. Susano will place a debuff called Churning on four random party members that lasts ten seconds. If ANY actions, including movement and Auto-Attacks, are executed while the debuff runs out, you will receive massive damage and a stack of Vulnerability Up. Don&#039;t do ANYTHING when the countdown-square over your head starts appearing in the last three seconds of its duration and you should be good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yata No Kagami&#039;&#039;&#039; - &amp;quot;The seas part for we alone!&amp;quot; - A player will be marked with a red marker. After a short time, they will be damaged and knocked back. The path of their knockback will determine the safe area of the platform-wide AoE that follows. This AoE applies {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brightstorm&#039;&#039;&#039; - Often following Yata No Kagami, a stack marker will appear on the previously marked party member. Stack to share damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Cloud&#039;&#039;&#039; - Susano will periodically spawn Dark Clouds. These clouds will cast a wide line Lightning-AoE that inflicts Paralysis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At around 76%, Susano will start Phase 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&amp;quot;How our hearts sing in  the chaos!&amp;quot;&lt;br /&gt;
Just like in Normal, Susano will attack two times with Ame-No-Murakumo, which needs to be burned down by the party as fast as possible. DD&#039;s should save some CD&#039;s for this. One tank has to block the Blade by activating the Blade&#039;s Shadow to trigger an ATE in which you need to spam-click the button, while the other tank runs around the platform to soak the four orbs that will spawn. The first orb always spawns NE in the bossroom and subsequent orbs spawn clockwise from there. These orbs explode upon touching a player and will deal considerate splash damage, so stack in the middle to avoid getting clipped by them when the tank runs through them. As such, it is recommended for tanks to activate sprint to minimize the danger of orbs getting too close to the middle of the arena where partymembers can get hit. A successful block of the sword will give the blocking tank &#039;&#039;&#039;Slashing Resistance Down II&#039;&#039;&#039;. As such, tanks need to switch their blocking and orb soaking roles after the first block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ends in heavy, unavoidable damage (a wipe if Ame-no-Murakumo is not destroyed in time), marked by a large, red line AoE across the platform.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
This is the main part of the fight and lasts until 0%. The arena is split in a West and East half, indicated by a black and red line where the Blade came crashing down. Standing in this line will inflict a debuff called Sinking, which will kill you after a few seconds if you stay in there. Only cross it when the mechanics of Levinbolt call for it. Try to tank Susano relatively close to it so you can switch sides quickly when necessary. Susano will spawn on the West side of the platform after Ame-No-Murakumo, so postion yourself accordingly after getting hit by it. The fight can get pretty hectic later on as he can combine some of his moves (for example Churning and Brightstorm), but as long as you pay attention and don&#039;t panic, you can easily avoid any wipe-inducing situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;All abilities from Phase 1 are present during this phase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormsplitter&#039;&#039;&#039; - Tank Buster that causes &#039;&#039;&#039;Slashing Resistance Down II&#039;&#039;&#039;. OT should {{action icon|Provoke}} during this cast to prevent the MT from dying afterwards. Basically the tank-switch mechanic of this fight. Mitigate as necessary. Stay away from the targeted tank when this goes off, as it can hit multiple people. Run in to replace the MT after the animation is done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levinbolt&#039;&#039;&#039; - A random player will be marked with a purple marker above their head. After a short time, the marked player will be hit by Levinbolt, which deals around 18K damage to the person and everyone on the same side of the arena. This move comes in two varieties. If Susano says &amp;quot;Hark you to the tumultuous heavens!&amp;quot;, the marked player has to run across the cleft in the middle of the arena and drop Levinbolt on the other side of the arena. If done correctly, only the marked player will get hit. If Susano says &amp;quot;Now cometh our part! Make way!&amp;quot;, the marked player will get stunned and everyone else has to move to the other side of the arena. This move will be used 4-5 times in succession and can be placed on ANYONE, so pay attention and react accordingly. The markers are distuingishable by eye as well, as the stun variety has a long, purple line going into sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ama-no-iwato&#039;&#039;&#039; - &amp;quot;Earth and stone at our beck and call!&amp;quot; - Susano will trap a player in a chained stone. Three &amp;quot;dummy stones&amp;quot; will also spawn. The stone containing the player will be marked and then the stones will be shuffled. Only the stone containing the player needs to be destroyed. If the stone finishes casting &#039;The Sealed Gate&#039;, the player is killed instantly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ukehi&#039;&#039;&#039; - Moderate party-wide damage that can hit 2 or 3 times.&lt;br /&gt;
&lt;br /&gt;
The enrage is an instant cast of &#039;&#039;&#039;Ukhei&#039;&#039;&#039; several seconds after the boss says &amp;quot;Now cometh our part! Make way!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Susano&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Revel Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Reveling Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Susano Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Paladin Arms (IL 320)}}&lt;br /&gt;
{{Drops table row|Susano&#039;s War Axe}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Greatsword}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Pike}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Knuckles}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Tachi}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Susano&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Blade of Revelry}}&lt;br /&gt;
{{Drops table row|Susano Weapon Coffer (IL 320)}}&lt;br /&gt;
{{Drops table row|Reveling Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Revelation}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Just Say the Word}}&lt;br /&gt;
{{achievement table row|Mightier than the Revel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=821299</id>
		<title>Containment Bay Z1T9 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=821299"/>
		<updated>2024-08-11T15:32:09Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 [[trial]]|Containment Bay Z1T9}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay Z1T9 (Extreme)&lt;br /&gt;
| description = You hold a tomestone recovered from the research facility of [[Azys Lla]]. According to [[Unukalhai]], this recording device contains the data required to generate a simulacrum of [[Zurvan]] at the peak of his original, unmitigated power─the final trial of a program designed to test the mightiest of [[Allag]]&#039;s elite champions. If you would subject yourself to the dangers of this ancient challenge, you need only approach the verification node and stretch forth your hand...&lt;br /&gt;
| image = Containment_Bay_Z1T9_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 250&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| location = Containment Bay Z1T9&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Demonic Duplicate&lt;br /&gt;
| patch = 3.5&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay Z1T9 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|WdtOPon2eQk|350|right|Containment Bay Z1T9 (Zurvan) Extreme Video Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Demon: [[Zurvan]]===&lt;br /&gt;
====Phase 1====&lt;br /&gt;
*(boss does auto attack cleaves all the time. Should always be facing away from party members)&lt;br /&gt;
*East Platform falls + Red Circle AoE&#039;s: Bait melee fire circles together at right side of South platform and then move away.&lt;br /&gt;
*North Platform falls&lt;br /&gt;
*West Platform falls + Red Circle AoE&#039;s: Bait again.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
*Soar (skipped at 75%): see below&lt;br /&gt;
*Ice pad Spawns under the boss. You can&#039;t move through the boss.&lt;br /&gt;
*Biting Halberd: needs to be directly behind the boss (Edit: Biting Halberd is used right after THIRD Cleave attacks. Like, Ice pad spawns -&amp;gt; cleave x3 -&amp;gt; Biting Halberd)&lt;br /&gt;
*Southern Cross: Stack at the butt to bait and then move out.&lt;br /&gt;
*Biting Halberd/Ciclicle/Tail End: Randomly selected (skipped at 59%)&lt;br /&gt;
&lt;br /&gt;
====Phase 3 (Adds)====&lt;br /&gt;
ADDS:&lt;br /&gt;
&lt;br /&gt;
Execrated Will = Should be tanked by a tank. Does high damage, which will always crit, on its target and gain {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff every 10 sec.&lt;br /&gt;
&lt;br /&gt;
Execrated Thew = Small add. Should also be tanked by a tank. Nothing special.&lt;br /&gt;
&lt;br /&gt;
Execrated Wile = doesn&#039;t need to be tanked. Should face away from it when Meracydian Fear is cast.&lt;br /&gt;
&lt;br /&gt;
Execrated Wit = Doesn&#039;t need to be tanked. Should kill it before Meracydian Meteor casting is done.&lt;br /&gt;
&lt;br /&gt;
*Will x1 (North) + Thew (North): just AoE down&lt;br /&gt;
*Will x2 (West) + Wile x1 (South) + Wit x1 (East): Each tank grab 1 Will at West. All DPS classes kill Wile first. Should face away from South to avoid &#039;&#039;&#039;Fear&#039;&#039;&#039;. Bring two Wills to South and AoE them down once Wit is dead.&lt;br /&gt;
*Will x1 (South) + Thew x3 (East) + Wit (West) + Wile (North): One tank grabs Will and the other tank grabs 3 Thews while DPS classes burn Wit. Should face away from North to avoid as well. Bring all the adds to North and AoE them down once Wit is dead.&lt;br /&gt;
*Zurvan&#039;s Ult&lt;br /&gt;
&lt;br /&gt;
====Phase 4 Part 1====&lt;br /&gt;
*Tethers appear: 2 pairs of Infinite Fire and 2 pairs of Infinite Ice come out. Tethered pair should be close enough to each other to avoid DoT damage (about 10k dmg each tick). (similar to T11 tethers)&lt;br /&gt;
*Wave Cannon: Randomly selects a non-MT player and does damage with {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039; debuff. Everyone else should be away from its target, but make sure target&#039;s partner is in safe distance of tether.&lt;br /&gt;
*Tyrfing: Attacks Main Tank 5 times with spear and does fire damage at the end. High damage and cooldowns are needed as necessary.&lt;br /&gt;
*Southern Cross: Stack under the boss and move out. Make sure tethered partner is going to the same direction or it&#039;s going to kill both players. Call out where you&#039;re going to!&lt;br /&gt;
*Broken Seal: Spawns 4 fire meteors and 4 ice meteors. 4 players with Infinite Ice go into 4 Ice meteor circles while 4 Infinite Fire goes into 4 Fire meteor circles. (Match your color) Since players are tethered, tethered pair should always be close to each other. Call out! There are three patterns that randomly spawn: please check here.&lt;br /&gt;
*Biting Halberd/Ciclicle/Tail End:&lt;br /&gt;
&lt;br /&gt;
IF blue/red circles at EDGE: Ciclicle(IN)&lt;br /&gt;
&lt;br /&gt;
IF blue/red circles at CENTER: Tail End(OUT)&lt;br /&gt;
&lt;br /&gt;
IF DIAMOND shapes x2: Biting Halberd(Butt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;basically repeating again from here&amp;gt;&lt;br /&gt;
*New tethers appear: find a new partner and hug each other.&lt;br /&gt;
*Wave Cannon: targets a random non-MT player. Away from its target.&lt;br /&gt;
*Tyrfing(hits 6 times and fire damage)&lt;br /&gt;
*Southern Cross&lt;br /&gt;
*Broken Seal&lt;br /&gt;
&amp;lt;repeating ends here&amp;gt;&lt;br /&gt;
*Biting Halberd/Ciclicle/Tail End:&lt;br /&gt;
&lt;br /&gt;
====Phase 4 Part 2====&lt;br /&gt;
*Soar: see below&lt;br /&gt;
*The Demon&#039;s Claw: Does High damage and {{status effect|stun}} &#039;&#039;&#039;[[Stun]]s&#039;&#039;&#039; MT while putting {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. OT &#039;&#039;&#039;{{action icon|Provoke}}s&#039;&#039;&#039; the boss off MT. MT will also get knocked back. Make sure position yourself at the center so MT doesn&#039;t get knocked back into the fiery wall.&lt;br /&gt;
*Wave Cannon: targets MT (not sure if it targets OT if they &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; during Demon&#039;s claw or MT still gets targeted by it) and shows huge AoE box that arrows indicate into the AoE. Seems like people stack in the box to soak the damage together. However, my group just killed MT and had OT &#039;&#039;&#039;{{action icon|Provoke}}ing&#039;&#039;&#039; the boss after.&lt;br /&gt;
&amp;lt;basically repeating again from here&amp;gt;&lt;br /&gt;
*New tethers appear: find a new partner&lt;br /&gt;
*Wave Cannon: targets a random non-MT player. Away from its target.&lt;br /&gt;
*Tyrfing(hits 7 times and fire damage)&lt;br /&gt;
*Southern Cross&lt;br /&gt;
*Broken Seal&lt;br /&gt;
&amp;lt;repeating ends here&amp;gt;&lt;br /&gt;
*Biting Halberd&lt;br /&gt;
*The Demon&#039;s Claw&lt;br /&gt;
*Wave Cannon&lt;br /&gt;
*New tethers appear&lt;br /&gt;
*Wave Cannon&lt;br /&gt;
*... Probably repeating... You wanna kill the boss now.&lt;br /&gt;
*Flame Halberd: Hard enrage cast&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Soar===&lt;br /&gt;
When Boss casts Soar, he shows 3 rectangle AoE&#039;s toward the edge of the arena. After Rectangle AoE, the boss disappears and spawn 3 mirages at the edge where the three rectangle AoE were targeting at. Then, 6 red unavoidable circle AoE(size of shadowflare or a little bit bigger) spawn on 6 randomly selected players. When 6 AoE&#039;s explode, three Divebombs of mirages happen at the same time, so should be away from mirage&#039;s divebomb range AND avoid clipping each other with red AoE circle. After the damage, one random player is targeted with a Stacking AoE marker(Thordan&#039;s Dragon&#039;s Rage AoE with 4 arrows indicating inside) while a random healer is targeted with a small red marker. Most of players should get into the Stacking AoE to soak the damage together, and the healer with a small red marker should be away from anyone around to avoid additional damage.&lt;br /&gt;
&lt;br /&gt;
*Save LB3 for healer LB so your healer can always raise everyone after the mechanic. If no death or a few deaths, Melee LB after the mechanic.&lt;br /&gt;
*Divebomb Damage does a lot more damage than red Circle AoE AND also leaves {{status effect|vulnerability up}} [[Vulnerability Up]] debuff to a player who gets hit. If there&#039;s no choice, I think clipping AoE is better than getting hit by mirage&#039;s divebombs.&lt;br /&gt;
*Just TANK LB during Soar helps a lot! (for soar in the last phase)&lt;br /&gt;
*Zurvan never Targets HEALERS with red AoE circles. IT means, it always targets 2 tanks and 4 DPS. Because of this, It&#039;s safe for healers to stack with any other players for this mechanic.&lt;br /&gt;
*BUT, If a DPS or Tank is dead, a healer will be marked with the red AoE circle. likewise, if a healer dies, a dps will be marked with a small red marker, and therefore should not be in the stacking marker with the group. Check if you have the small red marker if a healer dies, as failing to notice it will usually result in a wipe.&lt;br /&gt;
&lt;br /&gt;
[[File:Containment bay z1t9 (extreme) img2.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
===Broken Seal===&lt;br /&gt;
*check this out for 3 different patterns: &lt;br /&gt;
&lt;br /&gt;
[[File:Containment bay z1t9 (extreme) img1.png|623px|center]]&lt;br /&gt;
&lt;br /&gt;
*If there are more than 2 deaths before this mechanic, expect a wipe&lt;br /&gt;
*Communication is KEY. Say where you&#039;re going to!&lt;br /&gt;
*After Southern Cross, position yourself either Right Flank or Left Flank of the boss. Have 1 red and 1 blue pairs on each side so you can simply go to the closest meteor circles. But Still, Calling out is the best strat.&lt;br /&gt;
&lt;br /&gt;
IF blue/red circles at EDGE: followed by Ciclicle(IN)&lt;br /&gt;
&lt;br /&gt;
IF blue/red circles at CENTER: followed by Tail End(OUT)&lt;br /&gt;
&lt;br /&gt;
IF DIAMOND shapes x2: followed by Biting Halberd(Butt) -&amp;gt; Remember you CAN just walk through the boss.&lt;br /&gt;
&lt;br /&gt;
===Demon Claw===&lt;br /&gt;
*After Soar ends(in final phase part II), MT pulls the boss to the edge, and get knocked back to the other side.&lt;br /&gt;
*All other players get into the ranged AoE to save their MT.&lt;br /&gt;
&lt;br /&gt;
*IF there&#039;s DARK KNIGHT, pull the boss to the edge of the arena and pop Living Dead right before Demon Claw and You&#039;ll be knocked back to the opposite side of arena. After a few seconds, Boss will target MT with Wave Cannon. Everyone stay away from it and Dark Knight will be killed and gain Walking Dead Status. Heal Dark Knight as necessary and everything&#039;s done!&lt;br /&gt;
&lt;br /&gt;
**PLD&#039;sHallowed Ground also works just like Dark Knight&#039;s LD. Time it correctly; use it right before demon claw casting is done. Make sure you are not knocked back into the dirty wall or it&#039;s still going to kill you.&lt;br /&gt;
**Hugging Wall still kills you even in hallowed ground/holmgang/walking dead status.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
*Stack at the butt.&lt;br /&gt;
*MT moves to the RIGHT(counter-clockwise), or just walk across the boss to be less risky with tether.&lt;br /&gt;
*Party moves to the LEFT(clockwise)&lt;br /&gt;
*If you&#039;re tethered with MT, move RIGHT(180 degree, so you don&#039;t get hit by tank cleaves)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
*Go to LEFT/RIGHT FLANK of the boss (assign one)&lt;br /&gt;
*Rest of party can have RIGHT/LEFT Flank(opposite flank of wave cannon) and Rear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Seal&#039;&#039;&#039;&lt;br /&gt;
*1 Red + 1 Blue on each Flank of the boss. Position yourself once Ice puddles disappear.&lt;br /&gt;
*Never stay close to the other pair of same colored tethers.&lt;br /&gt;
*If there&#039;s no matching circles on your side, go to opposite side of the other same-color tethered pair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strat 1:&lt;br /&gt;
*MT North, OT South, 2 DPS East, 2 DPS West, Healers stack with any tank/DPS&lt;br /&gt;
*Look out which pattern of soar (you have bunch of time to look out. memorize where soar AoEs are at)&lt;br /&gt;
*IF Evenly spread, there are 6 safe spots. go to the closest flank of a mirage&lt;br /&gt;
*IF 2 Mirages together, there are 2 large safe spots. position yourself not to clip each other with red AoE.&lt;br /&gt;
&lt;br /&gt;
Strat 2:&lt;br /&gt;
*Just Tank LB this shit before mechanic or Healer LB3 after mechanic.&lt;br /&gt;
*You may get clipped by NO MORE THAN TWO AoE&#039;s. Just AVOID the Divebombs&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Zurvanite Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Demon Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Demonic Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Zurvan Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Zurvanite Arms (IL 265)}}&lt;br /&gt;
{{Drops table row|Zurvanite Axe}}&lt;br /&gt;
{{Drops table row|Zurvanite Edge}}&lt;br /&gt;
{{Drops table row|Zurvanite Pike}}&lt;br /&gt;
{{Drops table row|Zurvanite Fists}}&lt;br /&gt;
{{Drops table row|Zurvanite Katana}}&lt;br /&gt;
{{Drops table row|Zurvanite Points}}&lt;br /&gt;
{{Drops table row|Zurvanite Bow}}&lt;br /&gt;
{{Drops table row|Zurvanite Fire}}&lt;br /&gt;
{{Drops table row|Zurvanite Pole}}&lt;br /&gt;
{{Drops table row|Zurvanite Word}}&lt;br /&gt;
{{Drops table row|Zurvanite Rapier}}&lt;br /&gt;
{{Drops table row|Zurvanite Cane}}&lt;br /&gt;
{{Drops table row|Zurvanite Song}}&lt;br /&gt;
{{Drops table row|Zurvanite Star}}&lt;br /&gt;
{{Drops table row|Zurvanite Carapace Fragment}}&lt;br /&gt;
{{Drops table row|Zurvanite Weapon Coffer (IL 265)}}&lt;br /&gt;
{{Drops table row|Demonic Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Infinity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Zurvan Safari}}&lt;br /&gt;
{{achievement table row|Mightier than the Demon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
zurvan1.jpg&lt;br /&gt;
zurvan2.jpg&lt;br /&gt;
zurvan3.jpg&lt;br /&gt;
zurvan4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=821298</id>
		<title>Containment Bay P1T6 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=821298"/>
		<updated>2024-08-11T15:32:00Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 trial|Containment Bay P1T6|the level 90 [[Faux Hollows]] trial|Containment Bay P1T6 (Unreal)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay P1T6 (Extreme)&lt;br /&gt;
| description = A new tomestone discovered by [[Unukalhai]] contains records of ancient battles with [[Sophia]]─specialized data which will enable [[Azys Lla]]&#039;s miraculous reality augmentation technologies to generate a simulacrum of the Goddess at the height of her power. Have you the strength to overcome this challenge, as the champions of [[Allag]] once did? Enter the combat simulation, and test the limits of your might!&lt;br /&gt;
| image = Containment_Bay_P1T6_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 235&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Containment Bay P1T6&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Deific Simulacrum&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay P1T6 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|JLbcy7OXHjk|350|right|Containment Bay P1T6 (Sophia) Extreme}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Goddess: [[Sophia]]===&lt;br /&gt;
Please note that players can fall off the arena to their death but can be resurrected after a moderate delay. The party should assign pairs of players, each comprising one tank/healer and one DPS, for a future mechanic.&lt;br /&gt;
&lt;br /&gt;
Sophia utilizes the following moves and mechanics throughout a total of three phases. Bear in mind that certain abilities, if not dodged successfully, can inflict a stack of {{status effect|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, increasing the damage an afflicted player will take for up to two minutes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder II&#039;&#039;&#039;, a large conal cleave aimed in the direction that Sophia is facing. Keep in mind that this ability has no telegraph, thus players must watch out for Sophia&#039;s cast-bar and ensure they are not standing in front of her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder III&#039;&#039;&#039; is a giant donut AoE emitted from Sophia with a safe spot just inside her hitbox. It can also be avoided by standing far enough away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aero III&#039;&#039;&#039;, a large AoE centered on Sophia that deals moderate damage and inflicts a knockback, making it possible for Sophia to punt players out of the arena to a quick death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;: These mechanics will be used throughout the encounter at various intervals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Phase 1&amp;lt;/big&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Thunder II&#039;&#039;&#039;, the non-telegraphed frontal cleave, will be encountered first. As a result, Sophia should be picked up by the main tank and turned away from the group as soon as the fight begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daughter&#039;&#039;&#039;, the lower-half of Sophia, will disappear from beneath her and materialize at one of the corners of the arena. Unlike Normal mode, &#039;&#039;&#039;Daughter&#039;&#039;&#039; will cast &#039;&#039;&#039;Gnosis&#039;&#039;&#039; - a knockback in the direction it is facing. To combat this, participants should move towards &#039;&#039;&#039;Daughter&#039;&#039;&#039; and aim themselves so that they will be knocked towards the opposite corner of the arena. Poor positioning will result in victims being sent tumbling out of the arena to their doom. This knockback can be prevented with {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alon Teleos&#039;&#039;&#039; will summon four blackened Sophia clones around the arena. These adds can be targeted but are invincible, so players should avoid switching targets to them. After tethering to a clone, Sophia will cast an ability against the group, such as &#039;&#039;&#039;Thunder II&#039;&#039;&#039;, &#039;&#039;&#039;Thunder III&#039;&#039;&#039; and &#039;&#039;&#039;Aero III&#039;&#039;&#039;. Bear in mind that the used ability will then be transmitted to the clone she is presently tethered to. This will persist until all four clones have been given an ability by Sophia, thus participants should keep an eye on which abilities are transferred to which clones. It is worth noting that, later in the fight, Sophia will utilize this mechanic but delay tethering to clones in order to weave in additional mechanics. In short, she can only transmit the above three abilities and only when tethered to a clone.&lt;br /&gt;
**&#039;&#039;&#039;Execute&#039;&#039;&#039; causes the clones to cast their abilities simultaneously with no telegraph. Having paid attention to the transferred abilities and the positioning of the clones, players must quickly discern which areas of the arena are safe to stand in before execute is fully cast.&lt;br /&gt;
**This mechanic has two possible main patterns:&lt;br /&gt;
**&#039;&#039;&#039;Pattern 1&#039;&#039;&#039;: Four clones spawn in the intercardinals and all face the center. Two opposite corner clones who are tethered with &#039;&#039;&#039;Thunder III&#039;&#039;&#039; will be safe.&lt;br /&gt;
**&#039;&#039;&#039;Pattern 2&#039;&#039;&#039;: The clones occupy a 3x2 grid, leaving some empty areas. The safe spot will always be a corner that does not have a clone, or behind a clone that is tethered with &#039;&#039;&#039;Thunder II&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Adds Phase====&lt;br /&gt;
*Sophia will begin casting &#039;&#039;&#039;Cloudy Heavens&#039;&#039;&#039;, making herself invulnerable and marking all players with [[File:Eternal doom icon1.png|link=]] &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;. This debuff can only be cleared by defeating three adds. This essentially servers as the enrage timer for this phase.&lt;br /&gt;
&lt;br /&gt;
*If the debuff timer expires or if players are fatally injured while affected by &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;, they will not die but will will be inflicted with [[File:Zombification icon1.png|link=]] &#039;&#039;&#039;Zombification&#039;&#039;&#039;, attacking other party members with no control over their movement or actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The First Demiurge&#039;&#039;&#039; is a Paladin-based add that utilizes AoE attacks and a [[File:Directional parry icon1.png|link=]] two-directional parry, indicated by shield effects either in front and behind it or to both of its sides. Players who attack the incorrect side during the parry-mechanic will be knocked back and debuffed. If it uses &#039;&#039;&#039;Vertical Kenoma&#039;&#039;&#039;, the parry will be to its front and rear, while &#039;&#039;&#039;Horizontal Kenoma&#039;&#039;&#039; will cause the parry to be at its sides. Ideally, this add should be focused last. Eventually, this add will also cast &#039;&#039;&#039;Infusion&#039;&#039;&#039; - a fatal blow aimed at a random player that must be absorbed by the group. Additionally, it will also knockback players who are not absorbing damage by standing directly in the center of the line-based stack-marker. An alternative way of handling this is to simply sacrifice the targeted player, who will become zombified for several seconds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Second Demiurge&#039;&#039;&#039; is a Healer-based add which will heal the other adds and also uses a gaze mechanic (&#039;&#039;&#039;Divine Spark&#039;&#039;&#039;) to {{status effect|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|confuse]]&#039;&#039;&#039; any players looking directly at it when it reaches 50% health. Ideally, this add should be slain first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Third Demiurge&#039;&#039;&#039; is a Lancer-based add that will use &#039;&#039;&#039;Ring of Pain&#039;&#039;&#039;, a small point-blank AoE that drops a persistent ice puddle on the ground. Unlike Normal mode, &#039;&#039;&#039;The Third Demiruge&#039;&#039;&#039; will cast &#039;&#039;&#039;Gnostic Rant&#039;&#039;&#039;, a 270 degree in front that can be avoided by standing behind it. Ideally, the add should be moved away from the group so that it drops a puddle in a more convenient location, then pulled to a corner of the arena and faced away from the group so that &#039;&#039;&#039;Gnostic Rant&#039;&#039;&#039; can be easily avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039; will now be summoned once all three adds have been slain, activating a sequence which requires players to stand on the right edge of the arena while the scales tip it, forcing everyone to slide towards the left edge. They should then move to the left edge, as the arena will slide right again, to prevent them from being knocked off. After the arena has been tipped twice, Sophia will unleash an unavoidable AoE (&#039;&#039;&#039;The Scales of Wisdom&#039;&#039;&#039;) that deals high damage and should be mitigated. Note that players can use {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}} to prevent sliding during all arena tilts in this encounter, although it will not be up for all of them due to the 2 minute cooldown, so should be saved for trickier patterns. Players should not knockback immune this initial tilt.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Phase 2&amp;lt;/big&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Quasar}}&#039;&#039;&#039;, like normal mode, can create tethers to the scales on the east and west of the platform, causing meteors to fall towards them and potentially &#039;&#039;&#039;Tip the Scales&#039;&#039;&#039;, as seen earlier. However, unlike Normal mode, it can also summon a proximity-based meteor on random layers (or both at the same time), forcing the raid to move away to avoid proximity damage. Seeing as the scales can only tip to the east and west, it would be wise to have the whole group remain on a northern or southern edge of the arena so that everyone can move to the opposite side if proximity meteors are dropped.&lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;{{action icon|Quasar}}&#039;&#039;&#039; tethers to the platform, each of these tethers will spawn a &#039;&#039;&#039;meteor&#039;&#039;&#039; that will slowly fall towards the &#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039;. Players must determine which side of the arena is safe by calculating the &#039;weight&#039; of the meteors and moving to the side that weighs the least (if the scales would become &#039;&#039;&#039;uneven&#039;&#039;&#039;). If &#039;&#039;&#039;uneven&#039;&#039;&#039; on collision, the arena will tilt towards the side that weighs the most and send players sliding in that direction. The larger the weight-difference, the further players will slide.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: There are two types of &#039;&#039;&#039;Meteors&#039;&#039;&#039; that help calculate the tilt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orange Meteors&#039;&#039;&#039; have a value of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Meteors&#039;&#039;&#039; have a value of 3.&lt;br /&gt;
&lt;br /&gt;
As such, if three orange meteors fall on one side, they will balance a blue meteor on the other, preventing the scales from tipping. However, &#039;&#039;&#039;Equilibrium&#039;&#039;&#039; were to call down two orange meteors on one side (2) and a blue and orange on the other (3), the heavier side will be tilted lightly, causing players to slide in that direction by a moderate amount, but not the full length of the platform.&lt;br /&gt;
&lt;br /&gt;
An easy way to determine the the position and strength of the tilt is to use the following rules.&lt;br /&gt;
*Always go &#039;&#039;&#039;opposite the blue meteor&#039;&#039;&#039;.&lt;br /&gt;
*If there are is &#039;&#039;&#039;odd&#039;&#039;&#039; total number of tethers, the knockback will be &#039;&#039;&#039;weak&#039;&#039;&#039; (~75% the length the arena).&lt;br /&gt;
*If there are is &#039;&#039;&#039;even&#039;&#039;&#039; total number of tethers, the knockback will be &#039;&#039;&#039;strong&#039;&#039;&#039; (~95% the length of the arena).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equilibrium&#039;&#039;&#039; causes meteors to drop down from the tethers onto the &#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039;. The first &#039;&#039;&#039;Equilibrium&#039;&#039;&#039; will be &#039;&#039;&#039;even&#039;&#039;&#039; via a blue meteor (3) and three orange meteors (3) on opposite sides. After the meteors land, Sophia will also randomly use one of her three standard abilities: &#039;&#039;&#039;Thunder II&#039;&#039;&#039;, &#039;&#039;&#039;Thunder III&#039;&#039;&#039;, or &#039;&#039;&#039;Aero III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equilibrium&#039;&#039;&#039; will be used once more, except this time it will always be &#039;&#039;&#039;uneven&#039;&#039;&#039;. Players must ensure they stand on the lighter side to avoid being tipped off the arena by the &#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039;. The best approach to this mechanic is to always move away from &#039;&#039;&#039;Blue Meteors&#039;&#039;&#039;. However, seeing as the &#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039; can overlap a &#039;&#039;light&#039;&#039; tilt or &#039;&#039;&#039;heavy&#039;&#039;&#039; tilt with other mechanics, the group must quickly judge whether to stand on the far edge or somewhere closer to the middle. A &#039;&#039;light&#039;&#039; tilt will slide players about 75% across the platform, whereas a &#039;&#039;&#039;heavy&#039;&#039;&#039; tilt will slide players from one end directly to another.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daughter&#039;&#039;&#039; will be summoned during this uneven &#039;&#039;&#039;Equilibrium&#039;&#039;&#039; at either the north or south of the arena. As players are being tilted by the &#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039;, the &#039;&#039;&#039;Daughter&#039;&#039;&#039; will eventually fire a straight-line AoE across the platform. The group must discern where to stand to a) avoid being tilted off the platform and b) avoid landing in the path of the beam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder II&#039;&#039;&#039; will typically be cast after the uneven (second) &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sophia Rush&#039;&#039;&#039; causes Sophia to move to the eastern or western edge of the arena and charge in a line AoE that hits half the platform Unlike Normal mode, this will overlap with an &#039;&#039;&#039;Equilibrium&#039;&#039;&#039; (uneven).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sin &amp;amp; Punishment&#039;&#039;&#039; causes each player to acquire a black or white marker which will explode, dealing high damage, and inflicting {{status effect|Infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; on anyone who does not stand on another player with the opposite colour. All tanks and healers will receive the same color, while all DPS will receive the opposite color, allowing for fixed partner assignments. Each player with a black marker should stack with one player with a white marker. Stacking two of the same color will cause them to explode and deal high raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cintamani&#039;&#039;&#039; is an unavoidable raid-wide AoE attack with no telegraph other than the noticeable yellow animation Sophia uses. &#039;&#039;&#039;Cintamani&#039;&#039;&#039; will be cast twice in a row when first encountered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alon Teleos&#039;&#039;&#039; will summon four blackened Sophia clones around the arena once more, except this time, Sophia won&#039;t be as quick to cast &#039;&#039;&#039;Execute&#039;&#039;&#039;. Instead, she will use various other attacks first (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;, a tankbuster and small knockback against her main target. Just like &#039;&#039;&#039;Cintamani&#039;&#039;&#039;, &#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039; is noticeable by the casting animation - in this case, a green wind effect - rather than an obvious telegraph. The tank should use mitigation and avoid standing at the edge of the arena, or they will be knocked off. Furthermore, &#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039; will debuff the victim with {{status effect|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]] II&#039;&#039;&#039;. The off-tank should provoke Sophia while she casts &#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039; to prevent the main tank from dying to auto-attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Execute&#039;&#039;&#039; will now be cast, except this time, it will overlap with &#039;&#039;&#039;Daughter&#039;&#039;&#039;, which will spawn at one of the edges of the arena and charge up a straight-line AoE across the platform. As a result, players must identify safe spots by considering both the clones and the &#039;&#039;&#039;Daughter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cintamani&#039;&#039;&#039;, the unavoidable raid-wide AoE, will now be cast three times in a row instead of two. Healers will need to be on their toes as this triple attack will also be followed by a &#039;&#039;&#039;tank buster&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equilibrium&#039;&#039;&#039; will be cast once more, as well as &#039;&#039;&#039;Daughter&#039;&#039;&#039;, which must be avoided the same way as before. Make sure you pre-position yourself so that you avoid being tilted off the platform and avoid being blasted by the &#039;&#039;&#039;Daughter&#039;s Beam&#039;&#039;&#039; in the process.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equilibrium&#039;&#039;&#039; will follow once again, except now, it will overlap with &#039;&#039;&#039;Daughter&#039;&#039;&#039; and &#039;&#039;&#039;Sophia Rush&#039;&#039;&#039;. Once more, you have to pre-position yourself to avoid being tilted off the platform, avoid the beam from &#039;&#039;&#039;Daughter&#039;&#039;&#039;, and avoid colliding with &#039;&#039;&#039;Sophia&#039;&#039;&#039; as she rushes across the platform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cintamani&#039;&#039;&#039; will be triple-cast once again, followed by &#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039; (tank buster) and &#039;&#039;&#039;Thunder II&#039;&#039;&#039; (frontal cleave).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sin &amp;amp; Punishment&#039;&#039;&#039; will follow (the black and white marker mechanic), except this time, the &#039;&#039;&#039;Daughter&#039;&#039;&#039; will spawn in a corner and prepare to knockback the raid. Players must position themselves so that they resolve &#039;&#039;&#039;Sin &amp;amp; Punishment&#039;&#039;&#039; in a place where they will not be knocked out of the arena. Once concluded, Sophia will once again attack her main target with a vicious tank buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equilibrium&#039;&#039;&#039; will be cast yet again, except now, it&#039;ll stack with &#039;&#039;&#039;Sin &amp;amp; Punishment&#039;&#039;&#039;, forcing players to quickly resolve the black and white markers before moving to an appropriate side of the arena and avoid being tilted to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alon Teleos&#039;&#039;&#039; will summon four Sophia clones yet again (with even more sub-mechanics weaved in-between, such as triple &#039;&#039;&#039;Cintamani&#039;&#039;&#039; and tank busters). Be sure to keep an eye out for when she DOES tether and what she uses after doing so (such as &#039;&#039;&#039;Aero III&#039;&#039;&#039;, so you know which clone is unsafe). Sophia will also weave &#039;&#039;&#039;Quasar&#039;&#039;&#039; (proximity meteors) between tethers, forcing the group to stack up so that there is sufficient space to move away and avoid proximity damage, followed by another &#039;&#039;&#039;tank buster&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Execute&#039;&#039;&#039; will be cast alongside &#039;&#039;&#039;Sin &amp;amp; Punishment&#039;&#039;&#039;, forcing the group to pair up and resolve the white &amp;amp; black markers near any available safe-spots provided by the clones. Remember to avoid the clone with &#039;&#039;&#039;Aero III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cintamani&#039;&#039;&#039; will once again be triple-cast, followed by a &#039;&#039;&#039;tank buster&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mechanics will repeat until Sophia is defeated or enrages , starting with &#039;&#039;&#039;Equilibrium &amp;amp; Daughter&#039;&#039;&#039;, much like before.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enrage&#039;&#039;&#039;: Each party member will receive all white or all black markers with none of the other color, making them impossible to resolve. This will be coupled with a &#039;&#039;&#039;Cintamani&#039;&#039;&#039; that will wipe the party if anyone survives the failed markers.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Sophic Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Goddess Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Sophic Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sophia Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Sophic Arms (IL 255)}}&lt;br /&gt;
{{Drops table row|Sophic Axe}}&lt;br /&gt;
{{Drops table row|Sophic Edge}}&lt;br /&gt;
{{Drops table row|Sophic Pike}}&lt;br /&gt;
{{Drops table row|Sophic Fists}}&lt;br /&gt;
{{Drops table row|Sophic Katana}}&lt;br /&gt;
{{Drops table row|Sophic Points}}&lt;br /&gt;
{{Drops table row|Sophic Bow}}&lt;br /&gt;
{{Drops table row|Sophic Fire}}&lt;br /&gt;
{{Drops table row|Sophic Pole}}&lt;br /&gt;
{{Drops table row|Sophic Word}}&lt;br /&gt;
{{Drops table row|Sophic Rapier}}&lt;br /&gt;
{{Drops table row|Sophic Cane}}&lt;br /&gt;
{{Drops table row|Sophic Song}}&lt;br /&gt;
{{Drops table row|Sophic Star}}&lt;br /&gt;
{{Drops table row|Sophic Bead Fragment}}&lt;br /&gt;
{{Drops table row|Sophic Weapon Coffer (IL 255)}}&lt;br /&gt;
{{Drops table row|Sophic Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Equilibrium}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Sophia&#039;s Choice}}&lt;br /&gt;
{{achievement table row|Mightier than the Goddess}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Containment bay p1t61.jpg&lt;br /&gt;
containment bay p1t63.jpg&lt;br /&gt;
containment bay p1t64.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Nidhogg%27s_Rage&amp;diff=821297</id>
		<title>The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Nidhogg%27s_Rage&amp;diff=821297"/>
		<updated>2024-08-11T15:31:53Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Final Steps of Faith|the [[Ultimate Raid]] involving [[Nidhogg]]|Dragonsong&#039;s Reprise (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage&lt;br /&gt;
| image = The_Minstrel&#039;s_Ballad__Nidhogg&#039;s_Rage.png&lt;br /&gt;
| description = Scarcely had [[Nidhogg]] fallen on [[the Steps of Faith]], when taverns across Eorzea began to rumble with the rumors of your victory. In one such establishment did you regale a certain story-staved bard with the true details of your accomplishment – a humble account that he soon expanded into a flowery ballad of heroic proportions. Even as the lilting notes fade away, your mind is carried off by recollections of a monstrous foe, writ considerably more terrifying by the wandering minstrel&#039;s exaggerated poetry...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 220&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Steps of Faith&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Nidhogg&#039;s Rage&lt;br /&gt;
| patch = 3.3&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Nidhogg]]===&lt;br /&gt;
{{#ev:youtube|jeHdCvPjKKQ|350|right|Video Guide}}&lt;br /&gt;
Nidhogg will utilize many different abilities across a total of 6 phases, some of which are dealt in his standard &#039;&#039;&#039;Dragon Form&#039;&#039;&#039;, while others are exclusive to his &#039;&#039;&#039;Human Form&#039;&#039;&#039; later in the battle. Should the battle go on for 11 minutes, Nidhogg will spend 10 seconds to cast a &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039; that will wipe the entire raid.&lt;br /&gt;
&lt;br /&gt;
===Nidhogg&#039;s Dragon Form Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; is a magic-based tank-buster with no cast-time that will cleave the main target for high damage.&lt;br /&gt;
*&#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039; is an arena-wide attack that deals moderate damage to the entire group.&lt;br /&gt;
*&#039;&#039;&#039;Mortal Chorus&#039;&#039;&#039; is an arena-wide AoE that deals moderate damage and knockback. This will only be used during the transition from the add phase (3) to phase 4.&lt;br /&gt;
*&#039;&#039;&#039;Bitter Hate&#039;&#039;&#039; is a stacking debuff that will inflict lethal damage on reaching 8 stacks. Due to this, the tank and off-tank will need to rotate in order to wipe their stacks and prevent an instant death.&lt;br /&gt;
*&#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; is actually two mechanics with the same name. One will target random players with overhead markers which, after 6 seconds, will hit victims for moderate AoE damage. The other version spawns non-telegraphed AoE puddles beneath random players. After 3 seconds, the puddles will explode, dealing high damage to anyone caught in the blast and inflict &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 6 seconds. Multiple puddles can be stacked on top of each other for ease of avoidance.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039; causes Nidhogg to appear at one of the edges of the arena before diving across in straight line, dealing massive damage to any players caught in its wake.&lt;br /&gt;
*&#039;&#039;&#039;Hot Tail&#039;&#039;&#039; is a straight AoE attack from one end of the arena to the other that passes through Nidhogg&#039;s centre, inflicting moderate damage and a &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff to anyone it hits. To avoid this attack, players must move from underneath Nidhogg and stand at either edge of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing&#039;&#039;&#039; is the inverse of &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; - an AoE attack that covers the outer-sides of the arena. To avoid this attack, players must be standing underneath Nidhogg.&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is indicated by a stack marker, encouraging players to group up and absorb upcoming damage. Once cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is fully cast, Nidhogg will repeatedly blast players with multistrike AoE for moderate damage, divided evenly amongst those within range of the stack marker.&lt;br /&gt;
*Nidhogg will &#039;&#039;&#039;Touchdown&#039;&#039;&#039; after leaving the arena, inflicting light AoE damage to those nearby.&lt;br /&gt;
&lt;br /&gt;
===Nidhogg&#039;s Human Form Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039; is an arena-wide AoE that, like &#039;&#039;&#039;Mortal Chorus&#039;&#039;&#039;, will only be used during the transition from the add phase (3) to phase 4. During this mechanic, all players will be inflicted with high damage.&lt;br /&gt;
*&#039;&#039;&#039;Ala Morn&#039;&#039;&#039; - not to be confused with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; - is a physical single-target tank-buster that deals massive damage to the main target, encouraging the use of mitigation skills to reduce the impact.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039; is also a physical tank-buster that cleaves the main target and those around it for moderate damage.&lt;br /&gt;
*&#039;&#039;&#039;High Jump&#039;&#039;&#039; will target either healers or DPS depending on the phase it is used in, indicated by purple markers above their heads. After 5 seconds, marked players will be hit by moderate damage and will leave behind an AoE puddle which will persist for 20 seconds. These puddles will apply bleeding to anyone who walks through them.&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039; shoots line AoE&#039;s from &#039;&#039;&#039;High Jump&#039;&#039;&#039; puddles at random players with infinite range, cutting through the entire arena.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, like &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, will be cast from &#039;&#039;&#039;High Jump&#039;&#039;&#039; puddles, connecting interceptable tethers to those who initially dropped the puddle. After 10 seconds, these tethers will explode for major damage, likely killing a Healer or DPS target, thus all of these tethers should be grabbed by one of the tanks.&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; will target a random player with a stacking marker, encouraging players to group up to absorb upcoming damage.&lt;br /&gt;
*&#039;&#039;&#039;Bloodrage&#039;&#039;&#039; inflicts unavoidable arena-wide damage to all players during the transition into the very final phase.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; will spawn four pillars in the corner-segments of the arena that need at least one player to be standing within them. After a few seconds, &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; will then hit the player(s) within the pillar for moderate damage. Unlike stack-mark mechanics, pillar damage will not be split between players if more than one is standing within them. In addition, if nobody stands within it at all, all players will be inflicted with massive damage instead. Shortly after connecting, a large flaming puddle will be left behind which will persist for 14 seconds, applying a &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff to anyone who walks through.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039; places a large marker on a random player for 10 seconds before inflicting an arena-wide AoE at their location, dealing increased damage to all other targets depending on how close each player is to the point of impact. In short, players should move as far away as possible from the chosen target and/or the marked player should move away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
====Phase 1 (Dragon Phase)====&lt;br /&gt;
The first phase is a relatively straightforward affair. At first, Nidhogg will essentially be a target dummy, inflicting basic attacks alongside &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; (tank buster) and &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039; (arena-wide AoE&#039;s). Once he has had time to inflict his second &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; and a few additional auto-attacks, he will leap into the air and commence using &#039;&#039;&#039;Horrid Horror&#039;&#039;&#039; (both versions) and &#039;&#039;&#039;Cauterize&#039;&#039;&#039; dives. The first &#039;&#039;&#039;Cauterize&#039;&#039;&#039; will always be cast from either the northern or eastern side of the arena, whereas the second will always be used from the southern or western sides. Nidhogg will then &#039;&#039;&#039;Touchdown&#039;&#039;&#039; and commence the next phase.&lt;br /&gt;
&lt;br /&gt;
====Phase 2 (Hot Wing/Hot Tail)====&lt;br /&gt;
After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, Nidhogg will randomly select either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and alternate between the two from then onward. They cannot be used at the same time, so there will always be a safe spot, either under Nidhogg&#039;s body (Hot Wing) or by his flanks (Hot Tail). In addition to this, Nidhogg will utilize abilities from the previous phase, such as &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; and &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039;, but in a more randomized fashion. Players will also have to be mindful of &#039;&#039;&#039;Horrid Bellow&#039;&#039;&#039; which will also be used after the first rotation of Tail/Wing, and will be used again if this phase goes on long enough. The overall rotation will continue until Nidhogg has been pushed to just under 80% health.&lt;br /&gt;
&lt;br /&gt;
====Phase 3 (Add Phase)====&lt;br /&gt;
After being pushed below 80% health, Nidhogg will summon three adds, two of which must be tanked, and a third add that cannot be tanked at all. This phase serves as a soft DPS check due to how the adds mechanically function.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; will spawn on the west of the arena and must be tanked. It utilizes &#039;&#039;&#039;The Serpent&#039;s Apple&#039;&#039;&#039;, which is a tank buster that inflicts &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. Bear in mind that three stacks of &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; is typically fatal. If this creature isn&#039;t slain in a timely fashion, it will repeatedly begin casting &#039;&#039;&#039;Original Sin&#039;&#039;&#039;, a magic-based attack that prevents tank-swapping (seeing as the other tank will be dealing with an add which inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. As a result, &#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; should be killed &#039;&#039;&#039;first&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Falak&#039;&#039;&#039; will spawn on the east side of the arena and must also be tanked. It utilizes &#039;&#039;&#039;Electric Predation&#039;&#039;&#039;, which is a tank buster that inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. Once again, three stacks of &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; is typically fatal, and due to inflicting &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, the chosen tank should avoid tank-swapping to &#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; later on. This add should be killed &#039;&#039;&#039;second&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Dragon&#039;&#039;&#039;, the third add, spawns on the north side of the arena and completely ignores enmity (threat), meaning it cannot be tanked. This add will alternate between a &#039;&#039;&#039;Fireball&#039;&#039;&#039; attack (which will always target whoever is furthest away) and a &#039;&#039;&#039;Ripper Claw&#039;&#039;&#039; melee cleave, both of which can be avoided by the group. However, if any of its attacks do connect, the victim(s) will be inflicted with &#039;&#039;&#039;Damage Down&#039;&#039;&#039;, reducing their damage output. Once the &#039;&#039;&#039;Shadow Dragon&#039;&#039;&#039; has been reduced to moderate health (60-65%), it will inflict &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; on the entire group using an unavoidable roar. As a result, this add should be ignored until both the &#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; and the &#039;&#039;&#039;Shadow Falak&#039;&#039;&#039; have been slain. Bear in mind that once it has inflicted &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;, it is very likely that anyone hit by its telegraphed attacks will receive fatal damage.&lt;br /&gt;
&lt;br /&gt;
Players will have roughly 90 seconds to deal with these adds. Assuming they are all slain, the next phase begins.&lt;br /&gt;
&lt;br /&gt;
====Phase 4 (Human Form)====&lt;br /&gt;
The transition to phase 4 begins with &#039;&#039;&#039;Mortal Chorus&#039;&#039;&#039;, dealing moderate arena-wide damage and knockback to all participants, immediately followed by &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;, which will blast the raid with much higher damage after a purely cosmetic animation has completed. If the group failed to defeat the adds in the previous phase quickly enough, &#039;&#039;&#039;Final Chorus&#039;&#039;&#039; will instead wipe the raid, regardless of whether the adds are slain before the animation lands (seeing as they won&#039;t despawn if the DPS check was failed).&lt;br /&gt;
&lt;br /&gt;
During this phase, tanks must be wary of &#039;&#039;&#039;Ala Morn&#039;&#039;&#039; (not to be confused with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;), a physical single-target tank-buster that should be mitigated via defensive skills whenever possible. Soon after, Nidhogg will begin marking players for &#039;&#039;&#039;High Jump&#039;&#039;&#039;, which leaves puddles on the ground that will be used as part of the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; and &#039;&#039;&#039;Soul Tether&#039;&#039;&#039; mechanics. It is worth noting that one &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; line-AoE will also be spawned from Nidhogg himself, not just the four puddles. It is often best to have the group stack up in the centre after &#039;&#039;&#039;High Jump&#039;&#039;&#039; in order to bait the line-AoE&#039;s into one area and avoid unnecessary chaos. This will also make it infinitely easier for your tank to collect &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;&#039;s. Be mindful that another two &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;&#039;s will be fired shortly after the tethers have exploded.&lt;br /&gt;
&lt;br /&gt;
This overall rotation will continue until the summoning of Nidhogg&#039;s &#039;&#039;&#039;Fang&#039;&#039;&#039; and &#039;&#039;&#039;Claw&#039;&#039;&#039;, two adds that are used as part of a new mini-phase. Neither of these adds attack the group directly but must be destroyed before they can successfully cast &#039;&#039;&#039;self-destruct&#039;&#039;&#039;. While these adds are in play, 3 random players will be tethered to each add, forcing them to participate in mechanics specific to that add.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidhogg&#039;s Fang&#039;&#039;&#039; (blue) will spawn at 50% health and randomly tether itself to three players, including the main-tank. Whenever these players (marked as &#039;&#039;&#039;Fangbound&#039;&#039;&#039;) take damage from any source, &#039;&#039;&#039;Nidhogg&#039;s Fang&#039;&#039;&#039; will heal itself based on that damage. As a result of this, tanks need to organize a tank-swap in order to prevent the main-tank from passively healing the add (seeing as damage from Nidhogg himself adds to the healing). This add can be damaged by normal means and must be nuked as soon as possible, unlike &#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039;, which cannot be directly attacked at all.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039; (red) will spawn at full health and become entirely invulnerable to conventional attacks. Once spawned, it will tether itself to three random players (marked as &#039;&#039;&#039;Clawbound&#039;&#039;&#039;). Once tethered, three orbs will spawn within the arena and begin floating towards random players (regardless of tethers). The only means of damaging &#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039; is by having &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red-tether) players take damage, thus they should start by colliding with the flare-orbs before they hit anyone else, as well as stacking up for upcoming &#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; from Nidhogg.&lt;br /&gt;
&lt;br /&gt;
Seeing as blue-tethers heal &#039;&#039;&#039;Nidhogg&#039;s Fang&#039;&#039;&#039; and red-tethers damage &#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039;, players must pay attention to their mark (if any) and utilize them appropriately. For example, whoever has a red-tether should make every effort to be present for &#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; (stack damage mechanic) and pop the floating orbs whenever possible, whilst everyone with a blue-tether should avoid taking damage any damage at all from any source whenever possible. Once &#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; has been used (and if the adds are still alive), these tethers will be randomly reassigned and the process will continue until the adds are slain (or self-destruct).&lt;br /&gt;
&lt;br /&gt;
====Phase 5 (Darkdragon Towers)====&lt;br /&gt;
This phase begins with both healers being marked by &#039;&#039;&#039;High Jump&#039;&#039;&#039;. &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will also be summoned in each corner of the arena, which requires at least one player to be standing within them or they&#039;ll explode for massive raid-wide damage. After this, four more players will be marked for another &#039;&#039;&#039;High Jump&#039;&#039;&#039;. Just like before, victims of any &#039;&#039;&#039;High Jump&#039;&#039;&#039; will once again be attached to a &#039;&#039;&#039;Soul Tether&#039;&#039;&#039; that should be intercepted by tanks, and the puddles left behind by victims of &#039;&#039;&#039;High Jump&#039;&#039;&#039; will fire out &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; line-AoE&#039;s across the entire arena. While players are dealing with the aftermath of the previous &#039;&#039;&#039;High Jump&#039;&#039;&#039; mechanics, one player will be marked as the target for a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. At this point, players will have about ten seconds to avoid any remaining &#039;&#039;&#039;Geirskoguls&#039;&#039;&#039; while moving as far away from the &#039;&#039;&#039;Super Jump&#039;&#039;&#039; victim as possible.&lt;br /&gt;
&lt;br /&gt;
After landing from &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, Nidhogg will rotate between his tank-busters (&#039;&#039;&#039;Drachenlance&#039;&#039;&#039; and &#039;&#039;&#039;Ala Morn&#039;&#039;&#039;) before leaping away before the final phase.&lt;br /&gt;
&lt;br /&gt;
====Phase 6 (Heart of the Dragon)====&lt;br /&gt;
Nidhogg returns once more, acquiring &#039;&#039;&#039;Heart of the Dragon&#039;&#039;&#039; and beginning the phase with &#039;&#039;&#039;Bloodrage&#039;&#039;&#039; - a transitional arena-wide AoE for moderate damage. Now in dragon form once again, Nidhogg will act similarly to his first Dragon Phase, using &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; and &#039;&#039;&#039;Cauterize&#039;&#039;&#039; combos, except this time there will be only one &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; will affect up to 6 players instead of 4. In addition, Nidhogg will incorporate &#039;&#039;&#039;Ahk Morn&#039;&#039;&#039; into the phase which, unlike before, will add an additional attack to the multistrike every time it is used. For example, its first cast in this phase will hit 4 times, then 5 in the next, 6 after that, etc. This will continue stacking up until Nidhogg has been slain (or the raid wipes). Lastly, anyone hit by Nidhogg&#039;s attacks will acquire a stack of &#039;&#039;&#039;Bitter Hate&#039;&#039;&#039;, which will be instantly fatal if it reaches 8 stacks, thus tank-swaps will be required throughout.&lt;br /&gt;
&lt;br /&gt;
The first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; of this phase will be used immediately after he has &#039;&#039;&#039;Touched Down&#039;&#039;&#039; from the previous &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Once &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is finished, Nidhogg will immediately begin casting &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Once it is nearly cast, however, &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; puddles will soon be placed beneath multiple players. Ideally, these should be placed at the very edge of Nidhogg&#039;s hitbox, giving you enough space to move back to Nidhogg&#039;s centre to avoid both &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; and exploding puddles. Alternatively, you could have everyone stack with the main tank for this, though this comes at the risk of people being cleaved by &#039;&#039;&#039;The Scarlet Whisper&#039;&#039;&#039; (tank-buster cleave).&lt;br /&gt;
&lt;br /&gt;
Once complete, you will notice bombs have formed in the corners of the arena. These explode into straight lines from the north, south, east and west sides of the orbs. If hit by the resulting AoE lines, players will receive major damage on top of a &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff. After the bombs have exploded, the corners of the arena will be temporarily safe while more bombs form in the centre of the arena. At the same time, all players will now be marked by &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; puddles, forcing players to co-ordinate themselves into corners without taking up too much space or having too many people in one corner. Ideally, you should have two players per corner, though you can squeeze in 1-2 more if absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
This chaos will immediately be followed by &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;, encouraging everyone to once again stack up to absorb damage. Bear in mind that &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will now be inflicting more hits compared to the usual 4. In addition, players shouldn&#039;t stick around too long afterwards as they may risk being cleaved by &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once complete, more bombs will be placed, this time starting in the middle of the arena, followed by a random corner, then the opposite corner. Once again, players will have to deal with &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; puddles throughout the ensuing explosions. Ideally, the group should begin where the final bomb has spawned (preferably right in the corner to provide more space for puddles, then drop the puddles and move slightly closer to the arena centre to avoid them. Once the central bombs explode, move to the centre of the arena - but be wary - &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; will soon follow. After the final set of corner explosions and &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will once again be used. From here, there is a small amount of downtime before the cycle will repeat in a similar fashion.&lt;br /&gt;
&lt;br /&gt;
At this point, you will have until the 11minute mark before Nidhogg will begin casting a very final &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039;, which takes 10 seconds to cast. If the cast goes off, the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Horde Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Horde Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Dark Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Nidhogg Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Horde Arms (IL 235)}}&lt;br /&gt;
{{Drops table row|Horde Axe}}&lt;br /&gt;
{{Drops table row|Horde Guillotine}}&lt;br /&gt;
{{Drops table row|Horde Spear}}&lt;br /&gt;
{{Drops table row|Horde Knuckles}}&lt;br /&gt;
{{Drops table row|Horde Katana}}&lt;br /&gt;
{{Drops table row|Horde Daggers}}&lt;br /&gt;
{{Drops table row|Horde Bow}}&lt;br /&gt;
{{Drops table row|Horde Handgonne}}&lt;br /&gt;
{{Drops table row|Horde Rod}}&lt;br /&gt;
{{Drops table row|Horde Grimoire}}&lt;br /&gt;
{{Drops table row|Horde Rapier}}&lt;br /&gt;
{{Drops table row|Horde Cane}}&lt;br /&gt;
{{Drops table row|Horde Codex}}&lt;br /&gt;
{{Drops table row|Horde Star Globe}}&lt;br /&gt;
{{Drops table row|Nidhogg&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Horde Weapon Coffer (IL 235)}}&lt;br /&gt;
{{Drops table row|Dark Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Revenge of the Horde}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Let Me Be Your Hogg}}&lt;br /&gt;
{{achievement table row|Mightier than the Horde}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
the final steps of faith3.jpg&lt;br /&gt;
the final steps of faith4.jpg&lt;br /&gt;
the final steps of faith1.jpg&lt;br /&gt;
Nidhogg render2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7_(Extreme)&amp;diff=821296</id>
		<title>Containment Bay S1T7 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7_(Extreme)&amp;diff=821296"/>
		<updated>2024-08-11T15:31:45Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 [[trial]]|Containment Bay S1T7|the level 90 [[Faux Hollows]] [[trial]]|Containment Bay S1T7 (Unreal)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay S1T7 (Extreme)&lt;br /&gt;
| description = Preserved upon the [[Allagan tomestone]] you received from [[Unukalhai]] was an extraordinary history─a detailed record of the battles fought between the eikon [[Sephirot]] and the armies of [[Allag]]. After feeding the account of this epic conflict into [[Azys Lla]]&#039;s verification systems, you have succeeded in activating what the node describes as a “combat simulation.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Can the enigmatic technology of the ancient empire truly manifest an enhanced simulacrum of the formidable Fiend? Can this artificial incarnation truly surpass the threat posed by the original Sephirot? There is but one way to know for certain...&lt;br /&gt;
| image = Containment_Bay_S1T7_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 205&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Containment Bay S1T7&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Fiendish Likeness&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay S1T7 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Fiend: [[Sephirot]]===&lt;br /&gt;
{{#ev:youtube|AWsvth8E_Pk|350|right|Video Guide by MTQCapture}}&lt;br /&gt;
{{#ev:youtube|7TdM6gc_JrY|350|right|Video Guide by Mrhappy1227}}&lt;br /&gt;
DnT Guide:[http://dtguilds.enjin.com/sephirotguide [DnT&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Containment Bay S1T7 (Extreme) Guide]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
====&amp;lt;big&amp;gt;Phase 1: 100% - 65%&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
:&#039;&#039;&#039;Tifferet&#039;&#039;&#039; - Party-wide damage that must be healed through, as it can be used in rapid succession.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ein Sof&#039;&#039;&#039; - Four green circles will pop up, growing in size over time. Standing in these circles will gradually deal damage and inflict {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; stacks. Go to the half of the arena where there are no circles and prepare for &#039;&#039;&#039;Fiendish Rage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fiendish Rage&#039;&#039;&#039; - A healer and a DPS will be marked with stack markers. Sephirot will leap to them one at a time, dealing damage and inflicting a {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff. While running to the safe half of the arena to deal with &#039;&#039;&#039;Ein Sof&#039;&#039;&#039;, the healers and off-tank should move to one side while the DPS move to the other. Because of the debuff, the main tank should stand between each group and avoid getting hit.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Chesed&#039;&#039;&#039; - Hard-hitting tankbuster with no cast bar, only indicated by Sephirot slowly raising his arm. Tank should re-center the boss and face him away, as this attack is followed by a frontal cleave &#039;&#039;&#039;Triple Trial&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ain&#039;&#039;&#039; - Sephirot will use &#039;&#039;&#039;Ein Sof&#039;&#039;&#039; again to spawn one green circle, shortly followed by him facing a random party member and cleaving the arena moments later. The group should stand between Sephirot and the circle so that he directs &#039;&#039;&#039;Ain&#039;&#039;&#039; towards it, allowing the party to easily deal with &#039;&#039;&#039;Ratzon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ratzon&#039;&#039;&#039; - One party member is targeted with a large purple circle AoE while six are targeted with smaller green circles. The party must run behind Sephirot and spread out. The purple circle can be placed either just behind Sephirot or at the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Ain Markers Circles Example.png|Ain+Markers/Circles Example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Phase 2: Adds&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
:&#039;&#039;&#039;Cochma&#039;&#039;&#039; - Large add that deals strong physical damage and applies {{status effect|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stacks over time. The main tank should grab this and be healed regularly. Upon dying, the Cochma deals significant party-wide damage with &#039;&#039;&#039;Genesis&#039;&#039;&#039;. Two of these will appear during the phase.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Binah&#039;&#039;&#039; - Smaller adds which the off tank should grab, as they deal magical damage. Upon dying, they each deal moderate party-wide damage with &#039;&#039;&#039;Genesis&#039;&#039;&#039;. Four sets of three Binah adds will appear during the phase.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Phase 3&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
:&#039;&#039;&#039;Yesod&#039;&#039;&#039; - The ground will flash yellow, and a small circle AoE will be placed under each party member after a small delay, dealing damage and inflicting a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff. Avoid this by moving away as the flash occurs. If the party isn&#039;t grouped up, be sure to avoid moving into someone else&#039;s AoE. This attack is used in conjunction with other attacks during this phase.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Force Field&#039;&#039;&#039; - Four party members receive a green [[File:Force against magic icon1.png|link=]] &#039;&#039;&#039;Force Against Magic&#039;&#039;&#039; debuff, which provides a severe physical weakness and a strong magical resistance. The other four receive an orange [[File:Force against might icon1.png|link=]] &#039;&#039;&#039;Force Against Might&#039;&#039;&#039; debuff, which does the inverse. These are used to resolve the following three attacks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spirit/Life Force&#039;&#039;&#039; - Sephirot will damage half the arena with a green sphere and half with an orange sphere. Be sure to stand in the sphere that &#039;&#039;matches the color of your debuff&#039;&#039; to avoid fatal damage. When no debuffs are present, this will deal moderate damage to the party.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fiendish Wail&#039;&#039;&#039; - Two towers will appear, one on each side of the arena. At least one party member with an &#039;&#039;orange debuff must stand in each tower&#039;&#039; to prevent lethal damage and a {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; stack from being inflicted on the party. At least one of the four party members should be on each side in preparation to prevent all four from standing in one tower. Four sets of towers will appear throughout the phase, with the latter two requiring a tank to take each as there will not be any debuffs present.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Da&#039;at&#039;&#039;&#039; - When debuffs are present, Sephirot will use &#039;&#039;&#039;Ein Sof&#039;&#039;&#039; to summon expanding circles and tether the four orange-debuff party members. These party members should move away while the &#039;&#039;green-debuff party members move towards Sephirot and grab a tether&#039;&#039;, preventing fatal damage from being dealt. When no debuffs are present, this deals heavy AoE damage to random party members, starting with a tankbuster on the main tank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; - A healer and a DPS will get a marker above their heads as well as a proximity tether. One should move far to the left and away from Sephirot while the other moves right. Another &#039;&#039;&#039;Yesod&#039;&#039;&#039; will occur simultaneously, forcing everyone to move.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Pillar of Mercy&#039;&#039;&#039; - The party should stack inside the first blue circle at the northern edge of the arena until &#039;&#039;&#039;Yesod&#039;&#039;&#039; goes off, then move outside of the circle to be knocked away, without falling off the arena. Two expanding &#039;&#039;&#039;Ein Sof&#039;&#039;&#039; circles will also spawn in sequence, forcing the party to be knocked in a certain direction.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Malkuth&#039;&#039;&#039; - Sephirot will lower his head and inflict a strong knockback. Group up near him or use knockback resistance.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Pillar of Severity&#039;&#039;&#039;: Prior to this move, four Binahs and a Storm of Words add will spawn. Each tank should grab a pair of Binahs while the party quickly burns down the Storm of Words. Mechanics will continue during this time, so tanks should be prepared to take towers. Eventually, the party will stack on the remains of the Storm of Words to avoid getting knocked off stage by Sephirot.&lt;br /&gt;
&lt;br /&gt;
The enrage will be indicated by an unavoidable &#039;&#039;&#039;Pillar of Severity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
File:2fixed.jpg|Pillar+Yesod+Ein Sof Example&lt;br /&gt;
File:1.jpg|Earth Shaker+Yesod Positioning&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Sephirotic Weapons}}&lt;br /&gt;
*Each player will receive 1 {{item icon|Fiend Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Warring Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sephirot Card}} (Drops at a fixed rate)&lt;br /&gt;
*{{Item icon|Sephirot Sap}} Drops directly from boss, must be &#039;&#039;&#039;synced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Sephirot Arms (IL 220)}}&lt;br /&gt;
{{Drops table row|Axe of the Sephirot}}&lt;br /&gt;
{{Drops table row|Edge of the Sephirot}}&lt;br /&gt;
{{Drops table row|Pike of the Sephirot}}&lt;br /&gt;
{{Drops table row|Fists of the Sephirot}}&lt;br /&gt;
{{Drops table row|Katana of Sephirot}}&lt;br /&gt;
{{Drops table row|Points of the Sephirot}}&lt;br /&gt;
{{Drops table row|Bow of the Sephirot}}&lt;br /&gt;
{{Drops table row|Fire of the Sephirot}}&lt;br /&gt;
{{Drops table row|Staff of the Sephirot}}&lt;br /&gt;
{{Drops table row|Word of the Sephirot}}&lt;br /&gt;
{{Drops table row|Rapier of Sephirot}}&lt;br /&gt;
{{Drops table row|Cane of the Sephirot}}&lt;br /&gt;
{{Drops table row|Song of the Sephirot}}&lt;br /&gt;
{{Drops table row|Star of the Sephirot}}&lt;br /&gt;
{{Drops table row|Shield of the Sephirot}}&lt;br /&gt;
{{Drops table row|Fiend Sap}}&lt;br /&gt;
{{Drops table row|Sephirotic Weapon Coffer (IL 220)}}&lt;br /&gt;
{{Drops table row|Warring Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Fiend}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Veni Veni Venias}}&lt;br /&gt;
{{achievement table row|Mightier than the Fiend}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Sephirot2.jpg&lt;br /&gt;
File:Sephirot1.jpg&lt;br /&gt;
File:Sephirot3.jpg&lt;br /&gt;
File:Sephirot concept art.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Thordan%27s_Reign&amp;diff=821295</id>
		<title>The Minstrel&#039;s Ballad: Thordan&#039;s Reign</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Thordan%27s_Reign&amp;diff=821295"/>
		<updated>2024-08-11T15:31:37Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Singularity Reactor|the [[Ultimate Raid]] involving [[King Thordan]]|Dragonsong&#039;s Reprise (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Thordan&#039;s Reign&lt;br /&gt;
| description = With his typical flair for embellishment, the wandering minstrel has woven yet another stirring epic─this time from the threads of your [[Azys Lla]] confrontation with [[Archbishop Thordan VII]]. With the final verse yet ringing in the chambers of your mind, the memories of that titanic struggle arise once more with an almost surreal clarity...&lt;br /&gt;
| image = The_Minstrel&#039;s_Ballad__Thordan&#039;s_Reign.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 190&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Singularity Reactor&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 21.4, 22.5, 8.7&lt;br /&gt;
| req-quest = Thordan&#039;s Reign&lt;br /&gt;
| patch = 3.1&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Thordan&#039;s Reign&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{#ev:youtube|-pZ5MfWpOTw|350|right|Thordan&#039;s Reign EXTREME PRIMAL Guide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;===[[File:Aggressive difficulty r6.png|link=]] [[King Thordan]] and His Knights Twelve===&lt;br /&gt;
===Before the fight===&lt;br /&gt;
* Assign players the following positions:&lt;br /&gt;
&lt;br /&gt;
      MT&lt;br /&gt;
    M1  M2&lt;br /&gt;
  H1      H2&lt;br /&gt;
    R1  R2&lt;br /&gt;
      OT&lt;br /&gt;
&lt;br /&gt;
* Assign tanks to knights in Phase 3 (east/west)&lt;br /&gt;
* Assign dps positions to go to for Skyward Leap (typically North &amp;amp;rarr; South &amp;amp;rarr; North)&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Thordan===&lt;br /&gt;
Tank Thordan facing away from the party because of Ascalon&#039;s Might (frontal cleave). When Thordan casts Dragon&#039;s Gaze, turn around to avoid getting hysteria. Spread out for Lightning Storm, then stack behind Thordan to split the damage from Dragon&#039;s Rage. Tanks and healers need to watch for the tankbuster, Heavenly Heel. Ascalon&#039;s Might follows right after Heavenly Heel hits, so healers will need to help the tank recover quickly after Heel.&lt;br /&gt;
&lt;br /&gt;
This phase ends after Heavenly Heel &amp;amp;rarr; Ascalon&#039;s Might, or when Thordan&#039;s HP reaches 70%. Thordan will become untargetable, and leave his sword behind North before disappearing. His sword can be used as an additional marker.&lt;br /&gt;
&lt;br /&gt;
Thordan&#039;s HP should be below 75% to be on track to meeting enrage. The outer ring of the arena will now deal 9999 damage per tick to any player standing at the edge.&lt;br /&gt;
&lt;br /&gt;
===Phase 2a: Conviction Towers===&lt;br /&gt;
Have the party stack in the middle of the arena. When the Heavensflames spawn (red circles), have the party spread out to their pre-assigned positions, breaking Holy Chains as they do so. Prioritize breaking chains over moving to position. Four Conviction Towers will spawn at any of the eight cardinal directions. Avoid Heavensflames and stand in a tower. Be careful as a Heavensflame may spawn at a tower location- if so, wait for the Heavensflame to explode before standing in the tower. If each tower has at least one person standing in it, the mechanic is completed successfully, otherwise the party will be paralyzed (which can be removed).&lt;br /&gt;
&lt;br /&gt;
===Phase 2b: Sacred Cross + Spiral Thrust===&lt;br /&gt;
Ser Zephirin will spawn in the middle of the arena and start casting Sacred Cross. This is a dps check, and when Sacred Cross is cast, it will deal damage to the party based on Ser Zephirin&#039;s remaining health. You will need to bring Ser Zephirin&#039;s health to below 50% to survive the Sacred Cross. This isn&#039;t a tight dps check, so consider saving cooldowns for the next phase.&lt;br /&gt;
&lt;br /&gt;
After Sacred Cross, the Spiral Thrust Knights, Sers Vellguine, Ignasse, and Paulecrain, will spawn outside the arena and prepare to charge down the center. This is easily done by standing at the center of each leaf-like decal that outlines the edge of the arena, where the stem would be.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Two Knights===&lt;br /&gt;
Two knights will spawn- Ser Adelphel on the west, and Ser Janlenoux on the east. They will cast Divine Right that will give one of them Sword Oath, and the other Shield Oath. The two knights need to be tanked separately at the edges, or they will tether and share buffs. All dps should attack the knight with Sword Oath. After Divine Right, both knights will prepare their first tankbuster, Holy Bladedance. The tank with the Sword Oath knight will need heavy cooldowns (e.g: Inner Beast + Vengeance), or use an invincibility cooldown, while the tank with the Shield Oath knight will probably need a single cooldown (e.g: just Inner Beast).&lt;br /&gt;
&lt;br /&gt;
After the first bladedance, the Spiral Thrust Knights will appear in the center and jump up, which is the cue for Skyward Leap. Three dps will be marked with a blue prey mark, one after the other, with about two seconds in between. The first dps marked moves north and waits for the knight to pounce on him/her before rejoining the group. When pounced, the party will take damage based on proximity to the impact point. The second dps marked moves south for this mechanic, while the third dps marked moves north again. During this time, the knights will cast a second Divine Right (switches stances) and perform Heavenly Slash on the tanks.&lt;br /&gt;
&lt;br /&gt;
Holiest of Holy (party-wide AoE) follows after this, and then the second Holy Bladedance, so make sure the entire party and tanks are topped up in time. The Divine Right &amp;amp;rarr; Holiest of Holy &amp;amp;rarr; Holy Bladedance cycle repeats until both knights are dead.&lt;br /&gt;
&lt;br /&gt;
This phase is made significantly easier if one knight is downed quickly. Farm groups will likely only see one Holy Bladedance, although beginning groups will probably see two, and should strive not to see a third.&lt;br /&gt;
&lt;br /&gt;
After both knights are dead, gather the party in the center of the arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 4a: Dimensional Collapse + Spiral Pierce + Hiemal Storm===&lt;br /&gt;
Stack at the center of the arena, and spread to your pre-assigned positions when Dimensional Collapse (black circles) appear. Three players will be tethered to one of the knights in the center, while the other five will be marked for Hiemal Storm (shiva circles). As you move to your position, take note of where the tethered players are.&lt;br /&gt;
&lt;br /&gt;
After Spiral Pierce and Hiemal Storm, stack again in the center for the knockback. Orient yourself so that you will not be knocked back into any of the frost circles that should be placed on the outside (i.e: move to where the tethers were).&lt;br /&gt;
&lt;br /&gt;
===Phase 4b: Meteors + Heavy Impact===&lt;br /&gt;
Healers remove any Frostbite debuffs from any afflicted party members. Eight Comet Circles will spawn along the eight cardinal directions, and one Meteor Circle in the center. The party can survive one Comet Circle touching the floor, but not two, so it may be a good idea to determine which comet to ignore in advance. After the comets explode, focus on the Meteor circle.&lt;br /&gt;
&lt;br /&gt;
Some players will be marked for Holy Meteor, which will do light damage in an area around them. As a result, avoid stacking two marked players together.&lt;br /&gt;
&lt;br /&gt;
Ser Hermenost will spawn in the center of the arena and perform Heavy Impact- concentric red rings that will damage and stun any player hit by them. These should be avoided by either moving to the safe sector, or by crossing rings as the inner ring explodes.&lt;br /&gt;
&lt;br /&gt;
===Phase 4c: Ultimate End===&lt;br /&gt;
After the Meteor Circle is destroyed, King Thordan will reappear and his knights will perform The Light of Ascalon, which does minor damage and a small knockback per hit. Shield the raid after this to prepare for Ultimate End. Its damage will increase for each party member that died during Thordan&#039;s absence.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Spear of Fury===&lt;br /&gt;
Tank Thordan north, with the MT standing at 11 o&#039;clock, and the party at 1 o&#039;clock. Dragon&#039;s Eye will now spawn a real Dragon&#039;s Eye at the edge of the arena. From here on, players must avoid looking at both Thordan and the dragon eye for Dragon&#039;s Gaze. This first Dragon&#039;s Eye will always spawn north, but subsequent casts will move it to a random location.&lt;br /&gt;
&lt;br /&gt;
Thordan will cast Knights of the Round, summoning Adelphel and Janlenoux, who will mark a healer (green mark) for Holy Shield Bash, stunning them and increasing their magic vulnerability. That player should move to the outer edge of the arena, while the rest of the party arranges themselves so the OT is closest to the center of the arena and the affected healer is on the outside.&lt;br /&gt;
&lt;br /&gt;
Ser Zephirin will then spawn in the middle of the arena and begin casting Spear of Fury to kill the healer. To mitigate damage, The OT should stand between Zephirin and the healer and use cooldowns with stand the spear, while the dps players stand between the OT and the Healer. If any player dies from this attack, Zephirin will enrage and wipe the party. Players hit will also be debuffed with Infirmary (healing received down).&lt;br /&gt;
&lt;br /&gt;
As Spear of Fury happens, Thordan will also Heavenly Heel the MT. Healers quickly top up the MT, and have the whole party turn around to dodge Dragon&#039;s Gaze, after which the Infirmary debuff will wear off. Heal up the party quickly for Ancient Quagga.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Conviction Towers + Dragon&#039;s Gaze + Heavy Impact===&lt;br /&gt;
Thordan casts Dragon&#039;s Eye, and the MT will need to move Thordan to the eye&#039;s new location. Face Thordan towards the Eye. &lt;br /&gt;
&lt;br /&gt;
When he casts Knights of the round and you see the bright animation, Sers Guerrique and Hermenost, followed by Ser Grinnaux, will spawn and begin the next series of mechanics.&lt;br /&gt;
&lt;br /&gt;
The first set of mechanics is the Four Conviction Towers part.  There will be two knights in the arena in a line, one in front of the other; denoted by the two dashes in this example --.  While there is a lot of moving going on, players may miss the two knights are standing in place for the conviction towers.  The four conviction towers will always form a line perpendicular to the knights straight through the center of the arena.  So the shape of the attack is two knights --|  with the conviction towers; denoted by the | symbol. This will help prevent raid death if people are already lined up, facing away from the Dragon eye so they can prepare to move into a tower before Dragon&#039;s Gaze is cast.  Just like in Phase 2a, each tower needs at least one person standing in it to avoid party-wide damage and paralysis.&lt;br /&gt;
(The position of the knights may be random as I cannot correlate their formation with anything else at this time.  However, the four conviction towers are not random.  They will always be in a line perpendicular to the knights.  Essentially forming a --|  shape when the towers show up on screen. It is hard to describe this attack pattern with words so I do hope my instructions are understandable.)&lt;br /&gt;
 &lt;br /&gt;
Each ring from Heavy Impact only affects one half of the tower, so have players move to the outer half of each Conviction Tower, remembering to face away for Dragon&#039;s Gaze. To help spread players out, you may want to agree on a scheme (e.g: melee take the inner two towers, ranged take the outer two, tanks and healers try to fill in).&lt;br /&gt;
&lt;br /&gt;
The Dragon&#039;s Gaze check happens when the first Heavy Impact ring explodes, while the Conviction Tower check happens as the second Heavy Impact ring explodes.&lt;br /&gt;
&lt;br /&gt;
After Conviction Towers, Grinnaux spawns Dimensional Collapse circles at each player&#039;s location. Thordan then prepares to cast Dragon&#039;s Rage, but Grinnaux will also be preparing a knockback, Faith Unmoving, so players should stack in the middle to both manage the stack marker and avoid hitting the edges. After that, have the MT split away from the group, being careful not to hit anyone with Thordan&#039;s Ascalon&#039;s Might (frontal cleave).&lt;br /&gt;
&lt;br /&gt;
===Phase 7: Lightning Storm + Skyward Leap + Spiral Thrust + Dragon&#039;s Rage===&lt;br /&gt;
Ignore the Dragon&#039;s Eye Thordan casts during this phase, as there is no Dragon&#039;s Gaze. Thordan will cast Lightning Storm, just as in Phase 1, and then the three knights that from phase 2b (Vellguine, Ignasse, and Paulecrain) will be summoned next. After Lightning Storm hits, quickly heal up the party. Ser Ignasse marks a player (not the MT) for Skyward Leap (blue prey mark) and Ser Paulecrain will remain at the center and tether to another player. Ser Vellguine will be outside the arena preparing to charge as in phase 2b.&lt;br /&gt;
&lt;br /&gt;
As Thordan begins to cast Dragon&#039;s Rage, Thordan should be on the edge of the arena, out of the Spiral Thrust knight&#039;s path. The player marked for Skyward Leap should move opposite the party to reduce the damage the party takes from Skyward Leap, while the tethered player must avoid both the party and the Spiral Thrust knight, while ideally being away from the Skyward Leap player.&lt;br /&gt;
&lt;br /&gt;
A simple way while learning the fight would be to have the MT bring Thordan about 45 degrees from the Spiral Thrust knight. Then, the Skyward Leap player moves opposite, while the tethered player moves 90 degrees from the party in either direction.&lt;br /&gt;
&lt;br /&gt;
After Dragon&#039;s Rage hits, heal the tank in preparation for Heavenly Heel and Ascalon&#039;s Might.&lt;br /&gt;
&lt;br /&gt;
===Phase 8: Holy Chains + Dragon&#039;s Gaze + Ascalon&#039;s Fury + Hiemal Storm + Heavensflame===&lt;br /&gt;
Thordan will cast Dragon&#039;s Eye- move him to the eye&#039;s new location. All players (other than the MT) should stack behind Thordan. Shortly after Thordan&#039;s Ascalon&#039;s Might, Knights of the Round is cast again and three knights, Ser Charibert, SerHaumeric, and Ser Noudenet are summoned and cast the above mechanics. The party will be inflicted with Holy Chains, Spread out to your pre-assigned location, relative to the MT (treat the MT as north). Once again, prioritize breaking Holy Chains.&lt;br /&gt;
&lt;br /&gt;
The party members will naturally avoid Dragon&#039;s Gaze as they spread out to break Holy Chains, other than the MT, who will need to move sideways to help break his/her chain. As chains are getting broken, Hiemal Storm markers and Ascalon&#039;s Mercy will appear- dodge Ascalon&#039;s Mercy and place Hiemal Storm before stacking back behind Thordan.&lt;br /&gt;
&lt;br /&gt;
Quickly heal up the party to prepare for Ancient Quagga &amp;amp;rarr; Heavenly Heel &amp;amp;rarr; Ancient Quagga, bearing in mind that Thordan&#039;s damage is significantly stronger now because of accumulated Increase Damage stacks.&lt;br /&gt;
&lt;br /&gt;
===Phase 9: Sacred Cross + Dragon&#039;s Gaze===&lt;br /&gt;
At the final Knights of the Round, two to three knights will spawn at a time (starting with Adelphel and Janlenoux) and begin casting heavy raidwide damage, putting healers on high alert. The last knight to appear is Ser Zephirin, who will begin to cast Sacred Cross again. This time, however, he will be tethered to Thordan, making him invulnerable until Sacred Cross is finished. Zephirin has significantly more health, so an DPS LB3 should be used on Zephirin if it was not already used on Thordan.&lt;br /&gt;
&lt;br /&gt;
After Sacred Cross, prepare for Heavenly Heel &amp;amp;rarr; Ascalon&#039;s Might. After that, Thordan will use Ascalon&#039;s Might several times in a row before slowly casting Ancient Quagga. This last Ancient Quagga is the hard enrage of the fight and will wipe the raid if Thordan is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Weapons of the Heavens}}&lt;br /&gt;
*Each player will receive {{Item reward|1|Heavens&#039; Ward Helm Fragment}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Round Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Archbishop Thordan VII Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Heavens Arms (IL 205)}}&lt;br /&gt;
{{Drops table row|Axe of the Heavens}}&lt;br /&gt;
{{Drops table row|Claymore of the Heavens}}&lt;br /&gt;
{{Drops table row|Gunblade of the Heavens}}&lt;br /&gt;
{{Drops table row|Halberd of the Heavens}}&lt;br /&gt;
{{Drops table row|Sickle of the Heavens}}&lt;br /&gt;
{{Drops table row|Knuckles of the Heavens}}&lt;br /&gt;
{{Drops table row|Katana of the Heavens}}&lt;br /&gt;
{{Drops table row|Daggers of the Heavens}}&lt;br /&gt;
{{Drops table row|Bow of the Heavens}}&lt;br /&gt;
{{Drops table row|Heavensfire}}&lt;br /&gt;
{{Drops table row|War Quoits of the Heavens}}&lt;br /&gt;
{{Drops table row|Staff of the Heavens}}&lt;br /&gt;
{{Drops table row|Grimoire of the Heavens}}&lt;br /&gt;
{{Drops table row|Rapier of the Heavens}}&lt;br /&gt;
{{Drops table row|Cane of the Heavens}}&lt;br /&gt;
{{Drops table row|Codex of the Heavens}}&lt;br /&gt;
{{Drops table row|Heavensmeter}}&lt;br /&gt;
{{Drops table row|Milpreves of the Heavens}}&lt;br /&gt;
{{Drops table row|Heavens Weapon Coffer (IL 205)}}&lt;br /&gt;
{{Drops table row|Round Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Heroes}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The King and Die}}&lt;br /&gt;
{{achievement table row|Mightier than the Round}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Weapon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
thordans reign weapon1.jpg&lt;br /&gt;
thordans reign weapon2.jpg&lt;br /&gt;
thordans reign weapon3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trial Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
thordans reign1.jpg&lt;br /&gt;
thordans reign2.jpg&lt;br /&gt;
thordans reign3.jpg&lt;br /&gt;
thordans reign4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Historical==&lt;br /&gt;
*The {{item icon|Katana of the Heavens}} and {{item icon|Rapier of the Heavens}} were added to the drop table in [[patch 4.0]] to correspond with the release of the [[samurai]] and [[Red Mage|red mage]] jobs in [[Stormblood]].&lt;br /&gt;
*The {{item icon|Gunblade of the Heavens}}, {{item icon|War Quoits of the Heavens}}, {{item icon|Sickle of the Heavens}}, and {{item icon|Milpreves of the Heavens}} were added to the drop table in [[patch 6.1]]. These are new weapon models for jobs added since [[patch 5.0]]. These models are used for [[Ultimate Weapons of the Heavens]] which were added in [[patch 6.11]].&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Limitless_Blue_(Extreme)&amp;diff=821294</id>
		<title>The Limitless Blue (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Limitless_Blue_(Extreme)&amp;diff=821294"/>
		<updated>2024-08-11T15:31:28Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Limitless Blue (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Limitless Blue (Extreme)&lt;br /&gt;
| description = As is all too often the case, a primal you felled has once again been summoned. According to [[Unukalhai]], the stakes are even higher this time, as [[Bismarck]]&#039;s reappearance threatens to hasten the awakening of the [[Warring Triad]]─three eikons sealed within [[the Aetherochemical Research Facility]] on [[Azys Lla]]. Fortunately, you have developed a sound method for slaying flying feathered whales. The Enterprise Excelsior and your island await.&lt;br /&gt;
| image = The_Limitless_Blue_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 165&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| entrance = The Sea of Clouds&lt;br /&gt;
| entrance-coordinates = 29.8, 27.5, 3.7&lt;br /&gt;
| location = The Limitless Blue&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| req-quest = The Diabolical Bismarck&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Limitless Blue (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of the Mists: [[Bismarck]]===&lt;br /&gt;
{{#ev:youtube|77Ec06ovKtw|350|right|The Limitless Blue (Extreme)}}&lt;br /&gt;
Before you start the encounter you will need to assign 2 players (usually the healers) to do the cannons, just like in Hard. You should also assign another player (usually a ranged) to do the shield. The shield is only used during Phase 1 and is used at the same time as it is during Hard.&lt;br /&gt;
&lt;br /&gt;
When you are on Bismarck, you gain a stacking debuff that increases the amount of damage done to you while aboard Bismarck. You &#039;&#039;&#039;should not&#039;&#039;&#039; go over 3 stacks. Unlike on Hard, you must leave Bismarck when he shudders or you&#039;ll be thrown off away from the island.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
This phase is the same as Hard version. Bismarck will start by hitting the island and spawning 2 enemies, a melee and a ranged. DPS down both enemies, they should be killed before you&#039;re able to board Bismarck.&lt;br /&gt;
&lt;br /&gt;
When the Dragonkillers are ready to be fired, use them and board Bismarck. In order to meet the DPS requirement, you should be killing the carapace the first time.&lt;br /&gt;
&lt;br /&gt;
* Kill adds&lt;br /&gt;
* Use cooldowns on Carapace&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This is the major DPS check part of the fight. The two dragons So&#039;Suwa and Ul&#039;Sanuwa will spawn. They must be tanked away from each other.&lt;br /&gt;
&lt;br /&gt;
Tornadoes and AoE will also spawn, avoid these.&lt;br /&gt;
&lt;br /&gt;
Both enemies will do an ability called &#039;&#039;&#039;Dead Wind&#039;&#039;&#039; and &#039;&#039;&#039;Dead Water&#039;&#039;&#039; that is raid-wide AoE and applies 1 of 2 debuffs to each player. The debuff will apply to 1 tank, 1 healer and 2 dps. Look at the colour of your debuff and attack the enemy with the opposite colour. As with Hard version, you do NOT need to kill these at the same time, instead you are given a strict amount of time to kill them. You should use LB1 to help you down them.&lt;br /&gt;
&lt;br /&gt;
The debuff on the tanks may also change, so they need to get ready to provoke and swap places with the other tank if needed. The enemies should not move in order to maximize DPS.&lt;br /&gt;
&lt;br /&gt;
* Blue buff = Will of the Water, attack green enemy.&lt;br /&gt;
* Green buff = Will of the Wind, attack blue enemy.&lt;br /&gt;
* Dodge tornadoes and AoE.&lt;br /&gt;
* Use LB1 when you have it.&lt;br /&gt;
* Tanks need to swap places if their debuff changes.&lt;br /&gt;
* They will do 3 Dead Wind/Water until Bismarck does his Ultimate.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
This phase will repeat until either Bismarck is down or the Island is destroyed. There is no shield in this phase.&lt;br /&gt;
&lt;br /&gt;
Three enemies will spawn, two small adds from Phase 1 and a bigger add called &#039;&#039;Nai&#039;maii Vendu&#039;&#039;. There are 2 tactics to doing this phase.&lt;br /&gt;
&lt;br /&gt;
====Tactic 1====&lt;br /&gt;
* Kill the range add first&lt;br /&gt;
* Kill the melee add second (small add)&lt;br /&gt;
* Do as much damage on Nai as possible until you can board Bismarck.&lt;br /&gt;
&lt;br /&gt;
====Tactic 2====&lt;br /&gt;
* Kill Nai first&lt;br /&gt;
* Kill range add second&lt;br /&gt;
* Damage melee add as much as possible until you can board Bismarck.&lt;br /&gt;
&lt;br /&gt;
My group personally preferred Tactic 2, but either is fine. The tank and a healer should stay on the Island to dps down the remaining enemy while everyone else is damaging Bismarck.&lt;br /&gt;
&lt;br /&gt;
* If Nai is still alive after boarding Bismarck, he will run to the center and do an AoE every 10 seconds that damages the island, it is important to kill him before he can do this too much.&lt;br /&gt;
&lt;br /&gt;
====Weather Mechanic====&lt;br /&gt;
Just like in Hard, there is a weather mechanic during Phase 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wind&#039;&#039;&#039;: Clouds will be a dark yellow and it will be raining. There will be an AoE knockback from the center of the island. All players should run to the center or they will be knocked off, then run back to the center for an AoE covering the island except the center.&lt;br /&gt;
*&#039;&#039;&#039;Water&#039;&#039;&#039;: Clouds almost clear. Stay away from the center as there will be splash damage that causes Vuln Up, you should also kill the Vapor Bubbles during this time.&lt;br /&gt;
*&#039;&#039;&#039;Thunder&#039;&#039;&#039;: Clouds will be purple. 3 random players will receive 2 thunder attacks, the first deals average damage, the second attack will deal massive damage that the Vapor Bubbles will consume. Do NOT kill the Vapor Bubbles during this time.&lt;br /&gt;
&lt;br /&gt;
* Before boarding Bismarck again, make sure your stacking debuff has run out, otherwise you will die from too much damage.&lt;br /&gt;
&lt;br /&gt;
Repeat this phase several times, and use LB3 on the target when available and you&#039;ll have Bismarck down in no time.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Expanse Weapons}}&lt;br /&gt;
*Each player will receive {{Item reward|1|Expanse Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|White Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Bismarck Card}} (Drops at a fixed rate.)&lt;br /&gt;
*{{Item icon|Bismarck&#039;s Baleen}} Drops directly from boss, must be &#039;&#039;&#039;synced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Expanse Arms (IL 175)}}&lt;br /&gt;
{{Drops table row|Expanse Battleaxe}}&lt;br /&gt;
{{Drops table row|Expanse Greatsword}}&lt;br /&gt;
{{Drops table row|Expanse Partisan}}&lt;br /&gt;
{{Drops table row|Expanse Patas}}&lt;br /&gt;
{{Drops table row|Expanse Katana}}&lt;br /&gt;
{{Drops table row|Expanse Machetes}}&lt;br /&gt;
{{Drops table row|Expanse Longbow}}&lt;br /&gt;
{{Drops table row|Expanse Handgonne}}&lt;br /&gt;
{{Drops table row|Expanse Longpole}}&lt;br /&gt;
{{Drops table row|Expanse Grimoire}}&lt;br /&gt;
{{Drops table row|Expanse Rapier}}&lt;br /&gt;
{{Drops table row|Expanse Cane}}&lt;br /&gt;
{{Drops table row|Expanse Codex}}&lt;br /&gt;
{{Drops table row|Expanse Astrometer}}&lt;br /&gt;
{{Drops table row|Expanse Baleen}}&lt;br /&gt;
{{Drops table row|Expanse Weapon Coffer (IL 175)}}&lt;br /&gt;
{{Drops table row|White Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Limitless Blue}}&lt;br /&gt;
{{Drops table row|Faded Copy of Woe That Is Madness}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Limitless}}&lt;br /&gt;
{{achievement table row|Mightier than the Expanse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 &#039;&#039;&#039;Cid:&#039;&#039;&#039; Get ready, everyone! Here it comes!&lt;br /&gt;
 &#039;&#039;&#039;Cid:&#039;&#039;&#039; Use the field generator!&lt;br /&gt;
 If the island goes, so do you!&lt;br /&gt;
 &#039;&#039;&#039;Cid:&#039;&#039;&#039; What in the seven hells was that!?&lt;br /&gt;
 On your guard!&lt;br /&gt;
 &#039;&#039;&#039;Cid:&#039;&#039;&#039; I&#039;m detecting a huge increase in—&lt;br /&gt;
 Oh gods, brace yourselves!&lt;br /&gt;
 &#039;&#039;&#039;Cid:&#039;&#039;&#039; Dammit! We&#039;ve lost the generator!&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Urth%27s_Fount&amp;diff=821291</id>
		<title>Urth&#039;s Fount</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Urth%27s_Fount&amp;diff=821291"/>
		<updated>2024-08-11T15:31:07Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the [[trial]] containing the [[Primal]] [[Odin]]|the [[FATE]]|Steel Reign}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Urth&#039;s Fount&lt;br /&gt;
| image = Urths fount banner1.png&lt;br /&gt;
| description = In the moons following [[the Calamity]], myriad rumors of ghastly creatures stalking the Twelveswood began spreading across the realm like wildfire. While most of the rumors have since been deemed unfounded, there is one series of events that has remained difficult to cast off as merely the ravings of broken-minded smallfolk: that concerning the supposed Dark Rider of the Shroud. After several deaths attributed to this mysterious figure, Seedseer [[O-App-Pesi]] sought communion with the spirits of the Twelveswood, only to learn that the rider was none other than the elder primal [[Odin]]. Slain in the Third Astral Era by an Allagan hero, why and how the primal has returned to [[Eorzea]] remains a mystery─one now in the capable hands of Eorzea&#039;s adventurers.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 95&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = South Shroud&lt;br /&gt;
| entrance-coordinates = 33.7, 23.1&lt;br /&gt;
| location = South Shroud&lt;br /&gt;
| region = The Black Shroud&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| req-quest = Fear and Odin in the Shroud&lt;br /&gt;
| patch = 2.5&lt;br /&gt;
| echo = trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|XPgOJv3BPiw|350|right}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Dark Divinity: [[Odin]]===&lt;br /&gt;
&#039;&#039;&#039;Hall of Sorrow&#039;&#039;&#039;: Raid-wide magical damage. Used periodically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hall of Lead&#039;&#039;&#039;: Targets 3 random party members (never MT) with a medium circle AoE, dealing magical damage and inflicting a curable 10s {{status effect|slow}} &#039;&#039;&#039;[[Slow]]&#039;&#039;&#039; on all affected targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hall of Stone&#039;&#039;&#039;: Targets random party members with an avoidable circle AoE, leaving ~2s to run out. Deals damage and inflicts an incurable 8s {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; on anyone that get struck. The initial cast targets three party members, the second targets four, and later casts will target five. A second set of circles can also appear immediately after the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Einherjar&#039;&#039;&#039;: Raid-wide magical damage with a 3s cast time. Inflicts a curable 30s {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; on the party. First Einherjar is followed by Gungnir immediately after. Second Einherjar has no Gungnir near. Third Einherjar happens after the second Gungnir&#039;s gone down and after Odin uses Sanngetal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valknut&#039;&#039;&#039;: Telegraphed, medium-sized circle AoE around Odin. Anyone struck will take damage equal to 60% of their max HP. Used periodically, but guaranteed after each Gungnir.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanngetall&#039;&#039;&#039;: Tankbuster with a 3s cast time. Should be mitigated, as it happens once 30 seconds; the off-tank can also Provoke right after it hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gagnrath&#039;&#039;&#039;: Red spears appear on the outside of the arena and dash across in a straight line. Anyone struck will be damaged and knocked back roughly 1/3rd of the arena. There are two patterns: three lines from one direction, or one line from two perpendicular directions forming a cross pattern. Later into the fight, each pattern gets a follow-up attack: the first gets two lines from the opposite direction filling in the gaps, and the second gets a follow-up cross attack. Valknut often happens during these Gagnrath attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gungnir&#039;&#039;&#039;: Three random party members (never MT) are targeted with a large circle AoE. After 3~5s, Gungnirs drop down on the targets for physical damage. Note that Hall of Sorrow goes off at the same time as the Gungnirs go off. Gungnir also inflicts a raid-wide {{status effect|bleed}} &#039;&#039;&#039;Bleed&#039;&#039;&#039; for as long as the three spears remain alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shin-Zantetsuken&#039;&#039;&#039;: Hard enrage; starts the cast at about 15% HP, or after 6 minutes. Takes 30s to cast and roughly 7s to execute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotations&#039;&#039;&#039;:&lt;br /&gt;
*Einherjar &amp;amp;rarr; Gungnir &amp;amp;rarr; Valknut &amp;amp;rarr; Sanngetal (first time)&lt;br /&gt;
*Gungnir &amp;amp;rarr; Valknut &amp;amp;rarr; Sanngetal &amp;amp;rarr; Einherjar (second time)&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Odin Glamour Set}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Odin Card}} (Drops at a fixed rate)&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Dark Divinity Hjalmr}}&lt;br /&gt;
{{Drops table row|Dark Divinity Auga}}&lt;br /&gt;
{{Drops table row|Dark Divinity Herklaedi}}&lt;br /&gt;
{{Drops table row|Dark Divinity Feldr}}&lt;br /&gt;
{{Drops table row|Dark Divinity Hanzkar}}&lt;br /&gt;
{{Drops table row|Dark Divinity Brok}}&lt;br /&gt;
{{Drops table row|Dark Divinity Spjarrar}}&lt;br /&gt;
{{Drops table row|Dark Divinity Skor}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Corpse Hall}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Missed the Cut}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
urths fount1.jpg&lt;br /&gt;
urths fount2.jpg&lt;br /&gt;
urths fount3.jpg&lt;br /&gt;
Urths fount4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Akh_Afah_Amphitheatre_(Extreme)&amp;diff=821288</id>
		<title>The Akh Afah Amphitheatre (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Akh_Afah_Amphitheatre_(Extreme)&amp;diff=821288"/>
		<updated>2024-08-11T15:30:26Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Akh Afah Amphitheatre (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Akh Afah Amphitheatre (Extreme)&lt;br /&gt;
| image = Akh afah ampitheatre extreme banner1.png&lt;br /&gt;
| description = [[House Durendaire]]&#039;s efforts to establish an outpost in [[Snowcloak]] have met with disaster, owing to a surprise attack by [[Iceheart]]&#039;s followers. Now in possession of their former fortress, as well as a vast supply of crystals, the heretics are certain to summon Saint [[Shiva]] once more. If past experience is any indication, this new incarnation will be stronger than the last. Regardless, it changes nothing─ Iceheart&#039;s crusade cannot continue, and only you have the power to stop her.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 95&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = Coerthas Central Highlands&lt;br /&gt;
| entrance-coordinates = 3.1, 21.2&lt;br /&gt;
| location = The Akh Afah Amphitheatre&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| tomestones = 22 poetics&lt;br /&gt;
| req-quest = Drop Dead Shiva&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{#ev:youtube|WGLRhA8S8aM|350|right|Shiva EX Guide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lady of Frost: [[Shiva]]===&lt;br /&gt;
===Abilities===&lt;br /&gt;
====Unarmed Form====&lt;br /&gt;
After using a weapon, Shiva will perform 2 unarmed attacks before using another weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreams of Ice&#039;&#039;&#039;: Shiva gains a permanent, stackable {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. This serves as an enrage timer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icicle Impact&#039;&#039;&#039;: Circles appear on the ground in various patterns, and after a moment, the circles disappear and icicles drop down, dealing heavy damage to all players hit.&lt;br /&gt;
&lt;br /&gt;
====Sword Form====&lt;br /&gt;
Shiva&#039;s auto attacks inflict stacks of &#039;&#039;&#039;Blunt Resistance Down&#039;&#039;&#039; on the main tank. The tank will take more damage from her auto attacks when she switches back to Staff Form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tanks&#039;&#039;&#039;: When Shiva equips her sword, she will immediately use Icebrand. Face this attack towards the rest of the party to share/split the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icebrand&#039;&#039;&#039;: Conal attack that deals a total of 18k damage shared across the players that are hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Bash&#039;&#039;&#039;: Conal attack that deals heavy damage and stuns anyone caught in it. The tank can avoid it by running through Shiva after she starts casting it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;: Knockback from Shiva.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteout&#039;&#039;&#039;: Untelegraphed donut AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotation: Ice Brand &amp;amp;rarr; Glacier Bash &amp;amp;rarr; Whiteout&#039;&#039;&#039; (Heavenly Strikes are used randomly throughout)&lt;br /&gt;
&lt;br /&gt;
====Staff Form====&lt;br /&gt;
Shiva&#039;s auto attacks inflict stacks of &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; on the main tank. The tank will take more damage from her auto attacks when she switches back to Sword Form.&lt;br /&gt;
&lt;br /&gt;
*When Shiva equips her staff, she will immediately cast &#039;&#039;&#039;Hail Storm&#039;&#039;&#039;. &#039;&#039;&#039;DO NOT&#039;&#039;&#039; wait to run out to the edges - it should be your &#039;&#039;&#039;INITIAL&#039;&#039;&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hail Storm&#039;&#039;&#039;: Ice AoEs will spawn on players&#039; heads. Spread out to avoid hitting each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;: Raid-wide.&lt;br /&gt;
&lt;br /&gt;
====Bow Form====&lt;br /&gt;
Only in Phase 3.&lt;br /&gt;
&lt;br /&gt;
Shiva&#039;s auto attacks are unaffected by Slashing/Blunt Resistance Down while in this form but deal increased damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Action icon|Glass Dance}}&#039;&#039;&#039;: Used at the start of Bow Form. Fires icicles in a 270 degree cone around her, dealing 10k damage to all players hit. Your entire party needs to stand directly behind her to avoid the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalanche&#039;&#039;&#039;: Places a mark above a random player. After a moment Shiva will fire a line AoE at the target, knocking back the marked player and anyone nearby. The knockback can be cancelled with {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}}. It is used about 20 seconds after start of Bow Form.&lt;br /&gt;
&lt;br /&gt;
*Move her close to the north edge of the arena. Have the marked player stand behind Shiva while the rest of the party stands in front of her. This will cause the player to be knocked back harmlessly towards the south of the room but not far enough to hit the wall and become frozen.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: 100% - 80%===&lt;br /&gt;
In phase 1 Shiva will use Sword Form, Staff Form and Unarmed Form.&lt;br /&gt;
&lt;br /&gt;
Tank Shiva in the center of the room, facing her away from the party. Shiva has 3 different weapons that she can switch between. Each weapon has a different attack and she uses them in a random order.&lt;br /&gt;
&lt;br /&gt;
Players need to assign a tank that tanks her in Sword Form and another tank that tanks her in her Staff Form. &lt;br /&gt;
&lt;br /&gt;
Sword Tank should allow Shiva to hit the party with Icebrand but avoid Glacier Bash.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
At the start, Shiva spawns 4 Ice Soldiers and go into Sword Form. The staff tank should gather all the adds in the center of the room so they can be AoE&#039;d down. &lt;br /&gt;
&lt;br /&gt;
After 60 seconds, Shiva will go untargetable, freeze the party, then reappear with &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;, dealing 2-4k damage to all players. If any adds are still alive before Shiva disappears, the party will be wiped instead.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: 70% - 0%===&lt;br /&gt;
From here on, touching the edge of the arena will freeze the player into a boulder. Frozen player can be freed after party members kill the boulder.&lt;br /&gt;
&lt;br /&gt;
Shiva gains Bow Form in addition to Sword Form, Staff Form and Unarmed Form.&lt;br /&gt;
&lt;br /&gt;
She also gains an ability named Permafrost. It coats the ground in ice and places a DoT on everyone for a short time. It also applies the Thin Ice debuff to all players. If a player attempts to move while she has the debuff on, they will slide uncontrollably in that direction. &lt;br /&gt;
&lt;br /&gt;
*Stand still for a few seconds after every ending move, i.e. Icicle Impact, Avalanche, etc. - til Thin Ice wears off or you will slide into walls and get frozen.&lt;br /&gt;
&lt;br /&gt;
Shiva gains 2 new Icicle Impact patterns. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotation: Icicle (Staff) &amp;amp;rarr; Staff Form &amp;amp;rarr; Icicle (Bow) &amp;amp;rarr; Bow Form &amp;amp;rarr; Icicle (Sword/Staff) &amp;amp;rarr; Icicle (Bow) &amp;amp;rarr; (Repeat from Sword/Staff)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 11 {{buff|damage up}} [[Damage Up]] stacks, Shiva will go untargetable, freeze the party, and cast &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;, wiping the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Ice Weapons}}&lt;br /&gt;
*{{tomestone|Poetics|22}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Shiva Card}} (Drops at a fixed rate.)&lt;br /&gt;
*{{Item icon|Diamond Dust}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Ice Arms (IL 110)}}&lt;br /&gt;
{{Drops table row|True Ice Axe}}&lt;br /&gt;
{{Drops table row|True Ice Breaker}}&lt;br /&gt;
{{Drops table row|True Ice Spear}}&lt;br /&gt;
{{Drops table row|True Ice Claws}}&lt;br /&gt;
{{Drops table row|True Ice Katana}}&lt;br /&gt;
{{Drops table row|True Ice Daggers}}&lt;br /&gt;
{{Drops table row|True Ice Bow}}&lt;br /&gt;
{{Drops table row|True Ice Musketoon}}&lt;br /&gt;
{{Drops table row|True Ice Rod}}&lt;br /&gt;
{{Drops table row|True Grimoire of Ice}}&lt;br /&gt;
{{Drops table row|True Ice Degen}}&lt;br /&gt;
{{Drops table row|True Ice Cane}}&lt;br /&gt;
{{Drops table row|True Codex of Ice}}&lt;br /&gt;
{{Drops table row|True Ice Astrometer}}&lt;br /&gt;
{{Drops table row|True Ice Bracelet of Fending}}&lt;br /&gt;
{{Drops table row|True Ice Bracelet of Slaying}}&lt;br /&gt;
{{Drops table row|True Ice Bracelet of Aiming}}&lt;br /&gt;
{{Drops table row|True Ice Bracelet of Casting}}&lt;br /&gt;
{{Drops table row|True Ice Bracelet of Healing}}&lt;br /&gt;
{{Drops table row|Ice Tear}}&lt;br /&gt;
{{Drops table row|Diamond Tear}}&lt;br /&gt;
{{Drops table row|Ice Weapon Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|Boreas Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Footsteps in the Snow}}&lt;br /&gt;
{{Drops table row|Faded Copy of Oblivion}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Let It Go}}&lt;br /&gt;
{{achievement table row|Mightier than the Frost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
shiva extreme1.png&lt;br /&gt;
shiva extreme2.jpg&lt;br /&gt;
shiva extreme3.jpg&lt;br /&gt;
Shiva render1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Extreme)&amp;diff=821287</id>
		<title>The Striking Tree (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Extreme)&amp;diff=821287"/>
		<updated>2024-08-11T15:30:17Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Striking Tree (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Striking Tree (Extreme)&lt;br /&gt;
| image = The striking tree extreme banner1.png&lt;br /&gt;
| description = Satisfied that the Warriors of Light have passed his trial, the primal [[Ramuh]] departs [[Eorzea]] for the aetherial sea. His sylphic thralls, however, unconvinced that their territory is truly safe, have focused their deep-rooted fear and spite into summoning their god anew. Can you rise to the challenge and prove your might once again? Crackling with the vengeful energies of his children&#039;s prayers, the Lord of Levin&#039;s judgment promises to be harsh indeed...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 85&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = East Shroud&lt;br /&gt;
| entrance-coordinates = 25.3, 17.0&lt;br /&gt;
| location = The Striking Tree&lt;br /&gt;
| region = The Black Shroud&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Judgment Bolts and Lightning&lt;br /&gt;
| patch = 2.3&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Phases and Abilities==&lt;br /&gt;
{{#ev:youtube|u6ESw6DfKNA|350|right|The Striking Tree (Extreme) - Trial Guide (2021)}}&lt;br /&gt;
{{#ev:youtube|xeqWLN07m2M|350|right|Ramuh EXTREME Guide (2014)}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of Levin: [[Ramuh]]===&lt;br /&gt;
===Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039;: Will target two players: the furthest from the boss and a random player that is not top [[enmity]], with an orange crosshair and then inflict [[File:Chaos icon1.png|link=]] &#039;&#039;&#039;Chaos&#039;&#039;&#039; on them after a short cast time. When the debuff expires after 6 seconds, it will turn into [[File:Seduced icon1.png|link=]] &#039;&#039;&#039;Seduced&#039;&#039;&#039; They will walk slowly toward Ramuh then be killed by the melee AoE (Area of Effect) Thunderspark by Ramuh if Chaos/Seduced is not broken by Thunderstorm. Player with the Thunderstorm needs to move to the feared players. &lt;br /&gt;
*&#039;&#039;&#039;Thunderspark&#039;&#039;&#039;: AoE centered on [[Ramuh]]. Standing at max melee range allows you to dodge it. Will kill &#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039; targets.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039;: Random players and patches of ground will be marked with an AoE. Deals moderate damage and breaks &#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039;. The water on the arena will also electrify and deal damage (&#039;&#039;&#039;Conductivity&#039;&#039;&#039;) to anyone standing it, so players should move to the circular region of higher ground near Ramuh. Ground Thunderstorms will leave behind &#039;&#039;&#039;Lightning Orbs&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Orbs&#039;&#039;&#039;: The more orbs on the ground, the higher the damage of [[Ramuh]]&#039;s abilities. Touching an orb gives a stacking buff called [[File:Electroconductivity icon1.png|link=]] &#039;&#039;&#039;Electroconductivity&#039;&#039;&#039;, with 3 stacks changing into a buff called [[File:Surge protection icon1.png|link=]] &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 55 seconds, lowering damage taken from &#039;&#039;&#039;Shock Strike&#039;&#039;&#039; and preventing/cancelling &#039;&#039;&#039;Rolling Thunder&#039;&#039;&#039;. Touching orbs when this buff is active will result in a stack of the [[File:Static condensation icon1.png|link=]] &#039;&#039;&#039;Static Condensation&#039;&#039;&#039; debuff, reducing healing magic effectiveness. The orbs and Thunderstorm circles leave a stacking buff (Electroconductivity) on anyone hit. The water in the arena will also electrify after Thunderstorm, dealing more damage if stood in.&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Shock Strike}}&#039;&#039;&#039;:  Untelegraphed AoE tankbuster on the highest enmity player. Will deal lethal damage unless the target has [[File:Surge protection icon1.png|link=]] &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Note that this will bypass tank invulnerabilities.&lt;br /&gt;
*&#039;&#039;&#039;Grey Arbiters&#039;&#039;&#039;: Six [[Grey Arbiter]] adds will appear around the arena. Players should immediately switch to them, halting DPS on the boss. They shoot lightning beams at random players, which are less obvious line AoEs that can be dodged by sidestepping. Must be killed before &#039;&#039;&#039;Judgment Bolt&#039;&#039;&#039;. They will also periodically use &#039;&#039;&#039;Increased Sentence&#039;&#039;&#039; on Ramuh, reducing the amount of time left until he casts &#039;&#039;&#039;Judgment Bolt&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Bolt&#039;&#039;&#039;: [[Ramuh]]&#039;s Ultimate. Wipes the group if any Arbiters are alive. Deals moderate damage otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Rolling Thunder&#039;&#039;&#039;: Tethers 2 players together, inflicting [[File:Causality icon1.png|link=]] &#039;&#039;&#039;Causality&#039;&#039;&#039; and [[File:Thunderclap icon2.png|link=]] &#039;&#039;&#039;Thunderclap&#039;&#039;&#039;. Every action used inflicts damage to the player, with casts causing them to take continuous damage. If the tether is not removed, Thunderclap will continue to stack and deal increased damage-over-time. One of the tethered players must touch 3 Lightning Orbs to get the [[File:Surge protection icon1.png|link=]] &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; buff and cancel the tether, allowing both players to continue.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
&#039;&#039;&#039;Phase 1: 100% - 64%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thunderstorm and Chaos Strike&lt;br /&gt;
&lt;br /&gt;
At 64%, adds spawn. Ramuh will need to be rotated to face away from the group as adds are killed. Thunderstorm and Chaos Strike persist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2: 64% - 0%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduces tether mechanic. Thunderstorm frequency increases. At 29%, untargetable adds spawn that just deal a little extra damage.&lt;br /&gt;
&lt;br /&gt;
At around 11 minutes into the fight, Ramuh will cast &#039;&#039;&#039;Judgment Bolt&#039;&#039;&#039; again as an enrage, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
This fight is one of the most difficult extreme trials in &#039;&#039;A Realm Reborn&#039;&#039; due to the high degree of coordination required, especially between the two tanks.&lt;br /&gt;
&lt;br /&gt;
Before pulling, it is recommended to place a [[waymark]] south of center on the arena (not in the water). This will indicate where players targeted by &#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039; (orange crosshairs) will go to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Tank Responsibilities:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determine beforehand who will main tank and who will off tank to start the battle. Upon engaging the boss, it will use &#039;&#039;&#039;Thunderstorm&#039;&#039;&#039;, requiring the party to avoid overlapping their AoEs to prevent excessive damage, while staying out of the electrified water. This will also spawn several &#039;&#039;&#039;Lightning Orbs&#039;&#039;&#039; across the arena. The off tank will &#039;&#039;immediately&#039;&#039; pick up three orbs to get [[File:Surge protection icon1.png|link=]] &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;  and then {{action icon|provoke}} the boss to tank swap. Ramuh will use &#039;&#039;&#039;Shock Strike&#039;&#039;&#039;, an untelegraphed AoE tankbuster, that will instantly kill anyone unless if they have Surge Protection. The highest enmity target must have this buff and be spread out from others. When the debuff is about to expire, the other tank should collect 3 orbs and provoke the boss. Tanks will swap like this for the duration of the fight. Because Thunderstorm is used frequently, the current off tank should collect 3 orbs and tank swap whenever new orbs spawn. This will ensure one tank has Surge Protection up at all times while managing the number of orbs on the arena, because these also increase Ramuh&#039;s damage. Note that collecting orbs with Surge Protection active will instead grant one stack of a debuff called [[File:Static condensation icon1.png|link=]] &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received and dealing damage over time, although this will still protect from Shock Strike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Chaotic Strike:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rest of the party will handle &#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039;, which will target 2 random party members who are not top enmity. Players who are marked with an orange crosshair should go to the waymark, which will allow others to easily identify them and free them from [[File:Chaos icon1.png|link=]] &#039;&#039;&#039;Chaos&#039;&#039;&#039; by hitting them with a player-targeted Thunderstorm AoE. Players who are not freed in time will become [[File:Seduced icon1.png|link=]] &#039;&#039;&#039;Seduced&#039;&#039;&#039; and walk towards Ramuh, who will instantly kill them with &#039;&#039;&#039;Thunderspark&#039;&#039;&#039;. Players should be careful not to overlap two or more AoEs on the trapped players, as the excess damage could be lethal. It is possible for the current off tank to be targeted with &#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039;, so it is critical to free them immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Add Phase:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Six &#039;&#039;&#039;Grey Arbiters&#039;&#039;&#039; will spawn on the edge of the arena. This will need to be killed in time, or the party will wipe to &#039;&#039;&#039;Judgment Bolt&#039;&#039;&#039;. The party should start with the south add and kill them in a clockwise order, while dodging the line AoEs they use. The main tank should take note of the party&#039;s position and move to avoid hitting anyone with &#039;&#039;&#039;Shock Strike&#039;&#039;&#039;. During this phase, Ramuh will still use &#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; and &#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039;, which should be handled as before. Thunderstorm will be used fairly frequently and will deal more damage the more orbs there are, so it may be beneficial for a non-tank to clear some (but not too many) orbs to reduce damage from Thunderstorm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rolling Thunder:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two players will be tethered and be inflicted with [[File:Causality icon1.png|link=]] &#039;&#039;&#039;Causality&#039;&#039;&#039;  and [[File:Thunderclap icon2.png|link=]] &#039;&#039;&#039;Thunderclap&#039;&#039;&#039;, dealing damage upon using actions, and stacking damage-over-time, respectively. One player must collect 3 orbs and gain [[File:Surge protection icon1.png|link=]] &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to break the tether and remove the debuffs. They should be careful not to collect too many orbs so enough will still remain for the tanks.&lt;br /&gt;
&lt;br /&gt;
The mechanics from the first phase will cycle from this point onwards, with an increased Thunderstorm frequency, making orb management trickier.&lt;br /&gt;
&lt;br /&gt;
===Solo strategy (level 70+)===&lt;br /&gt;
With a high player level (70+) and high-end gear (item level 400+), The Striking Tree (Extreme) can be finished solo or with a small party. To do so, enter the trial unsynced by selecting &amp;quot;[[Unrestricted Party]]&amp;quot; in the Duty Finder options.&lt;br /&gt;
&lt;br /&gt;
With sufficient defenses, healing and damage, the fight&#039;s mechanics can be largely ignored, and all damage focused on Ramuh. It is still advised to kill the Grey Arbiter adds as they spawn.&lt;br /&gt;
&lt;br /&gt;
The {{BLU}} [[Blue Mage]] spell {{action icon|Shock Strike}} can be learned here. However, the story-mode version of the fight is a much easier duty to learn it from.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Levin Weapons}}&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Ramuh Card}} (Drops at a fixed rate.)&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Levin Arms (IL 100)}}&lt;br /&gt;
{{Drops table row|Thunderstorm}}&lt;br /&gt;
{{Drops table row|Thunderclap}}&lt;br /&gt;
{{Drops table row|Thunderbolt}}&lt;br /&gt;
{{Drops table row|Thundercrack}}&lt;br /&gt;
{{Drops table row|Thunderstroke}}&lt;br /&gt;
{{Drops table row|Thundersparks}}&lt;br /&gt;
{{Drops table row|Thunderdart}}&lt;br /&gt;
{{Drops table row|Thundershower}}&lt;br /&gt;
{{Drops table row|Adjudicator&#039;s Staff}}&lt;br /&gt;
{{Drops table row|Ona Ramuhda}}&lt;br /&gt;
{{Drops table row|Thunderstone}}&lt;br /&gt;
{{Drops table row|Adjudicator&#039;s Gavel}}&lt;br /&gt;
{{Drops table row|The Law of Levin}}&lt;br /&gt;
{{Drops table row|Thunderdome}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Fending}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Casting}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Healing}}&lt;br /&gt;
{{Drops table row|Levin Orb}}&lt;br /&gt;
{{Drops table row|Large Levin Orb}}&lt;br /&gt;
{{Drops table row|Levin Weapon Coffer (IL 100)}}&lt;br /&gt;
{{Drops table row|Markab Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunder Rolls}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Contempt of Court}}&lt;br /&gt;
{{achievement table row|Mightier than Levin}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
ramuh3.jpg&lt;br /&gt;
ramuh4.jpg&lt;br /&gt;
ramuh1.jpg&lt;br /&gt;
ramuh2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Whorleater_(Extreme)&amp;diff=821286</id>
		<title>The Whorleater (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Whorleater_(Extreme)&amp;diff=821286"/>
		<updated>2024-08-11T15:30:08Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Whorleater (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The &#039;&#039;Whorleater&#039;&#039; (Extreme)&lt;br /&gt;
| image = The whorleater extreme banner1.png&lt;br /&gt;
| description = Though their beloved god was slain at the hands of the Warrior of Light, the [[Sahagin]] have wasted little time in mourning his passing. Drawing on the occult knowledge of the Ascians, the scaly beastmen have performed a foul ritual fueled by blood and sacrifice to bring forth the mightiest incarnation of [[Leviathan]] the realm has yet seen. Before the ocean deity can summon a tidal wave of catastrophic proportions, the Whorleater must once again set sail for open waters─and for victory.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 80&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = Lower La Noscea&lt;br /&gt;
| entrance-coordinates = 24.6, 33.0&lt;br /&gt;
| location = The Whorleater&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Whorl of a Time&lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|peIQDUbNOLo|350|right|The Whorleater (Extreme) Video Guide}}&lt;br /&gt;
{{#ev:youtube|Pd2030P3szs|350|right|How to dodge slams and dives Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of the Whorl: [[Leviathan]]===&lt;br /&gt;
===General Tips===&lt;br /&gt;
Always keep an eye on Leviathan, no matter what else you&#039;re doing. If he vanishes, check for the geyser and run to the opposite end of the arena.&lt;br /&gt;
&lt;br /&gt;
Kill the adds quickly. The Wavetooth Sahagin do nasty things if they live too long. The Gyre Spumes reduce the Elemental Conversion, which is required to survive Tsunamis.&lt;br /&gt;
&lt;br /&gt;
One of the tanks will have the Briny Mirror debuff. Healing that tank will give the healer a Briny Veil debuff, which lowers their healing ability and stacks up to 16, at which point they can&#039;t act at all. Therefore, healers should swap healing this tank. Note: Abilities such as White Mage&#039;s [[Regen]] do not increase the Briny Veil stack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Body Slam - The start point is signaled by a geyser animation. Leviathan will then emerge from the water and body slam the platform, pulling everyone towards that side. If you&#039;re too close, you can take damage or fall off entirely (when the railings are gone). When you see the geyser, run to the opposite end of the arena.&lt;br /&gt;
&lt;br /&gt;
Spinning Dive - Also signaled by an identical geyser animation, plus water spheres falling from the sky. Take note of where the geyser is, Leviathan will leap from that point in a straight line across the arena. If you are in his path you will take damage and be pushed (if the rails are down, you&#039;ll go off the edge)&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The railings are up in this phase, providing a safety net if you miss the Body Slam or Spinning Dive. Leviathan dives into into the water after taking 10% damage, does a Body Slam, and then splits into the head and tail. {{action icon|Veil of the Whorl}} means the head reflects physical ranged damage, and the tail reflects magic damage. Melee is fine for either.&lt;br /&gt;
&lt;br /&gt;
Rotation: Wavespine – Spinning Dive/Slam – Wavetooth – Spinning Dive/Slam – Gyre Spume – 1 DIVE (On Converter) – Tsunami – Slap -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phase 2 ===&lt;br /&gt;
&amp;lt;- Tsunami – Railings Break – Slap – Wavespine – Spinning Dive/Slam – Gyre Spume (MDPS LB) – Wave Spume – 1 DIVE (On Converter) – Tsunami – Slap -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
If you make it to the second Tsumani in this phase, you will wipe. Focus on killing Leviathan.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- Tsunami – Wavetooth – Spinning Dive/Slam – Wavespine (Ignore) – TSUNAMI!!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Tidal Weapons}}&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Leviathan Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Tidal Arms (IL 95)}}&lt;br /&gt;
{{Drops table row|Wave Axe}}&lt;br /&gt;
{{Drops table row|Wave Faussar}}&lt;br /&gt;
{{Drops table row|Wave Harpoon}}&lt;br /&gt;
{{Drops table row|Wave Patas}}&lt;br /&gt;
{{Drops table row|Wave Katana}}&lt;br /&gt;
{{Drops table row|Wave Kris}}&lt;br /&gt;
{{Drops table row|Wave Bow}}&lt;br /&gt;
{{Drops table row|Wave Musketoon}}&lt;br /&gt;
{{Drops table row|Wave Grimoire}}&lt;br /&gt;
{{Drops table row|Wave Rapier}}&lt;br /&gt;
{{Drops table row|Wave Cane}}&lt;br /&gt;
{{Drops table row|Wave Codex}}&lt;br /&gt;
{{Drops table row|Wave Torquetum}}&lt;br /&gt;
{{Drops table row|Wave Buckler}}&lt;br /&gt;
{{Drops table row|Leviathan&#039;s Barb}}&lt;br /&gt;
{{Drops table row|Barb of the Whorl}}&lt;br /&gt;
{{Drops table row|Mirror of the Whorl}}&lt;br /&gt;
{{Drops table row|Tidal Weapon Coffer (IL 95)}}&lt;br /&gt;
{{Drops table row|Enbarr Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Wreck to the Seaman}}&lt;br /&gt;
{{Drops table row|Faded Copy of Through the Maelstrom}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Eat Whorls for Breakfast}}&lt;br /&gt;
{{achievement table row|Mightier than the Whorl}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Leviathan render.jpg&lt;br /&gt;
leviathan1.png&lt;br /&gt;
leviathan3.png&lt;br /&gt;
leviathan2.png&lt;br /&gt;
leviathan4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thornmarch_(Extreme)&amp;diff=821285</id>
		<title>Thornmarch (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thornmarch_(Extreme)&amp;diff=821285"/>
		<updated>2024-08-11T15:30:00Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|Thornmarch (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Thornmarch (Extreme)&lt;br /&gt;
| image = Thornmarch extreme banner1.png&lt;br /&gt;
| description = Kuplo Kopp&#039;s attempt to chastise the Mogglesguard for their dangerous and foolhardy actions has not had the intended effect. Reminded of how deadly the Twelveswood has become, the royal guards have instead channeled their fear and desperation into calling forth an even more potent potentate. The Good King Moggle Mog XII now styles himself the Great King Moggle Mog XII, and all the evildoers in the forest shall tremble before his majestic wrath!&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 80&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = East Shroud&lt;br /&gt;
| entrance-coordinates = 15.0, 20.8&lt;br /&gt;
| location = Thornmarch&lt;br /&gt;
| region = The Black Shroud&lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| req-quest = The King Lives&lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
{{#ev:youtube|-Rg_kQ2VYNg|350|right|Thornmarch (Extreme) Video Guide}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] King of Moogles: [[Good King Moggle Mog XII]]===&lt;br /&gt;
===Adds===&lt;br /&gt;
&#039;&#039;&#039;[[Whiskerwall Kupdi Koop]]&#039;&#039;&#039; (Paladin): Has 3 different basic single target attacks, one of the attacks will steal a small amount of [[HP]]. Mark this moogle with an &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Woolywart Kupqu Kogi]]&#039;&#039;&#039; (Ranger): Has no aggro table and will not move unless he is starting a combo attack. He uses a basic attack, &amp;quot;Moogle Eye Shot&amp;quot; which will fire 3, 4, or 5 attacks at a target marked with a multi-colored reticle. Mark him with a &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pukla Puki the Pomburner]]&#039;&#039;&#039; (Black Mage): Has no aggro table, don&#039;t try to control or tank her. She only uses 1 ability “Pom Flare” which is interrupted by attacking her 5 times. Failure to interrupt this means you will wipe. Mark her with a &amp;quot;4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Furryfoot Kupli Kipp]]&#039;&#039;&#039; (White Mage): he is the healer that heals the other moogles. Mark with a &amp;quot;3&amp;quot;. (uses {{BLU}} [[Blue Mage]] [[spell]] &#039;&#039;&#039;{{action icon|Pom Cure}}&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pukna Pako the Tailturner]]&#039;&#039;&#039; (Thief): Has no aggro table. Will randomly jolt around the map stabbing people. This can become a one-shot mechanic if you let her get too many buffs. Mark her with a &amp;quot;1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ruffletuft Kupta Kapa]]&#039;&#039;&#039; (Warrior): Has 2 basic single target attacks. Mark him with the &amp;quot;O&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Puksi Piko the Shaggysong]]&#039;&#039;&#039; (Bard): Has an attack bonus song to other moogles and a damage song that does AoE around her. Somewhat responsive to hate. Mark her with &amp;quot;2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Combinations====&lt;br /&gt;
The PLD and WAR will use overpower, creating 2 orange thin-cone markings on the ground. Move out of it.&lt;br /&gt;
&lt;br /&gt;
The ranger will be a cue for many attacks. When he moves, something is going on. If you see him say anything in the chat bubble over his head that includes the word &amp;quot;Delta&amp;quot; then they are about to use a move called &amp;quot;Delta&amp;quot;. This creates a giant triangle floor attack that will do about 4,000 damage to non-tanks. Just stay out of the middle of the arena during the fight and you&#039;ll be okay.&lt;br /&gt;
&lt;br /&gt;
If the ranger runs off saying &amp;quot;aye, aye&amp;quot; then they are about to do a holmgang looking attack COMBO with a poison pool and rain of death. The rain of death will hit targets marked with a yellow reticle. The holmgang chains can be broken by using [[esuna]] on the affected players. The debuff for this icon looks like a little mog face on a black background. Always free the healers first, then the DPS, then the tanks. (Note: If you are marked for rain of death, the closer you are to the RNG, the less damage you will take, just be careful not to get too close to anyone because the damage will splash.) The 3 players closest to the PLD during this attack will be holmganged. The 3 furthest away will be targeted for rain of death. &lt;br /&gt;
&lt;br /&gt;
The RNG will combo with a TANK AGGRO TABLE RESET. When this happens 3 players will be marked for rain of death. To counter this, run towards the RNG as fast as you can. Tanks MUST be ready to re-claim their aggro target IMMEDIATELY or you will probably lose a healer and proceed to wipe. The tank reset animation looks like a bunch  of stars exploding from the ground.&lt;br /&gt;
&lt;br /&gt;
Probably the &amp;quot;hardest&amp;quot; part of this fight comes the combo from the WHM and WAR. The arena floor will turn an awkward purple-ish color and the WHM will start to cast holy. Stop this the exact way you stop flare, attack it 5 times. At the same time, two people at random will be marked with a debuff which is red in color and looks exactly like the debuff the tanks will have basically all fight, except flipped to point up. The healers must ensuna this off immediately (you have about 4 seconds) before Moogle-Go-Round happens. Failure to do so will kill the player with the debuff.&lt;br /&gt;
&lt;br /&gt;
Sometimes the BLM will get bored and cast 2 sets of meteors which are small circles on the ground, run out of them. One happens, then the other about 2 seconds later. There isn&#039;t much of a grace period, but getting hit by 1 will not kill you, 2 might/probably will.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
DPS the boss by 10%, he doesn&#039;t do anything major here but you will see all of his attacks. A &amp;quot;laser charging&amp;quot; attack that is easily avoidable. A single target attack. A small AoE attack. 2 conal attacks, one of the attacks will deplete your MP. This is the reason why you must keep the king away from all other players at all times.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
He summons his minions, all the attacks are the same as listed above. The mini-mogs do NOT have access to the holmgang/rain combo or the holy/mog-go-round or the hate reset combos in this phase. Bring all of the mini-mogs down to about 10%, always focusing the BLM (#4) last. If you have to interrupt him, you don&#039;t want to kill it while doing that. When they are all around 10%, have your physical DPS kill #1 while the mages kill #5 (or any other 2, just pick your 2 favorite/least favorite). The mechanic here is that the king will use his own HP to revive and heal all the mini-mogs two times. So you basically have 2 tries to bring the king down low enough for the final phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
Same thing, dps everything down to 10%, watch out for the new attacks. The King will get angry and cast an arena wide meteor that will probably kill anyone with weakness debuff on or people who are not topped off. To survive this, once a mini-mog dies, run to the center of the arena, drop a SCH bubble, use succor, and hope no one dies.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
DPS everything to 10% or lower if you are good enough at controlling your DPS. At this point, assign the physical DPS to kill &amp;quot;X&amp;quot; and &amp;quot;O&amp;quot; with the tanks, while the mages kill &amp;quot;5&amp;quot; and work their way down the numbers. This way everything dies quickly and the attacks aren&#039;t wasted on targets that are going to die before a cast goes off. When the last mini-mog is about to die, have a melee DPS use the level 3 limit break while everyone burns the boss. If he finishes his Momento cast, you lose. You must kill all the mini-mogs AND the king before Momento finishes.&lt;br /&gt;
&lt;br /&gt;
*Note: You do not have to DPS them evenly, and there really is no specific order in which to DPS them. It is worth noting that you should probably save the BLM, WHM. PLD, and WAR for last, especially in the last 2 phases, as you do not want to kill them while interrupting flare/holy, or trying to regain aggro on a hate reset.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
*Have your tanks pick which of the PLD/WAR mog they are going to hold onto. If one of your tanks wants to tank the WAR then have the other tank in your group focus target the WAR, when the WAR gets 3 stacks it is time to swap, same thing for the other tank, he will focus target the PLD, when it get 3 stacks it is time to switch. The stacks are buffs given out by the king when he wiggles his butt. It is important to make sure the stacks fall off before switching. Tanks will Provoke The King when the opposing tanks add receives 3 stacks.&lt;br /&gt;
&lt;br /&gt;
*Use voice chat. Dedicate one player (usually a ranged DPS) to be the shot caller. This player stands by &amp;quot;5&amp;quot; (the RNG) all fight and calls out delta, holmgang, and other activities. Also notices when one mini-mog needs to be focused. This player should also get used to saying &amp;quot;4&amp;quot; or &amp;quot;BlackMage&amp;quot; a lot, to cue the other players in on interrupting flare. When the WHM starts to cast holy. It isn&#039;t necessary but it helps, a lot. Especially the healers who might have to run into the middle of the arena once in a while to save someone.&lt;br /&gt;
&lt;br /&gt;
*If you get marked for moogle-go-round, run to the middle of the arena so the healers will be in range of you. Nothing is more annoying to healers than having to try and ensuna/leeches someone who isn&#039;t in range. It is probably best to have both healers sort their party list to be the same, have one start from the top and one from the bottom of the list to make sure they are not trying to remove the same debuff.&lt;br /&gt;
&lt;br /&gt;
*If you are a tank please keep to the outside of the arena. You should never get close to the other mini-mogs and especially never get close to the other tank&#039;s add. Be vocal about your movement. Sometimes the king will get a buff off on a small mog, just do everything you can to never buff #5 (RNG) or #1 (THF). They get really strong, very fast.  Do not cross over the middle and never cross paths.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Good King Moggle Mog XII Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ribbon of Fending}}&lt;br /&gt;
{{Drops table row|Ribbon of Slaying}}&lt;br /&gt;
{{Drops table row|Ribbon of Aiming}}&lt;br /&gt;
{{Drops table row|Ribbon of Casting}}&lt;br /&gt;
{{Drops table row|Ribbon of Healing}}&lt;br /&gt;
{{Drops table row|Kingly Whisker}}&lt;br /&gt;
{{Drops table row|Faded Copy of Good King Moggle Mog XII}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Good Kingslayer}}&lt;br /&gt;
{{achievement table row|Mightier than the King}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
good King Moggle Mog XII concept art.png|Concept Art&lt;br /&gt;
moggleMog Concept.png|Render&lt;br /&gt;
good king moggle1.jpg&lt;br /&gt;
good king moggle2.jpg&lt;br /&gt;
good king moggle3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=821284</id>
		<title>The Minstrel&#039;s Ballad: Ultima&#039;s Bane</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=821284"/>
		<updated>2024-08-11T15:29:52Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the [[Main Scenario]] [[trial]]|The Porta Decumana|the [[Ultimate Raid]] involving [[The Ultima Weapon]]|The Weapon&#039;s Refrain (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Ultima&#039;s Bane&lt;br /&gt;
| image = The minstrels ballad ultimas bane banner1.png&lt;br /&gt;
| description = Inspired by tales of your victory over [[the Ultima Weapon]], the wandering minstrel come to Revenant&#039;s Toll has composed an epic ballad in your honor. However, as minstrels are wont to do, he has embellished certain details for dramatic effect. Although it can hardly be considered an accurate retelling, you cannot deny his skill with words, for as you listen to his melodious voice, you find yourself reliving the events of that fateful day in [[the Praetorium]]...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 61&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| location = Porta Decumana&lt;br /&gt;
| region = Thanalan&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| req-quest = The Ultimate Ballad&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|p45TZywoy08|350|right}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Anti-Eikon Warmachina: [[The Ultima Weapon]]===&lt;br /&gt;
*Ultima is a fight of speed, ability to dodge, and coordination. It&#039;s not a particularly hard fight as much as it is knowing what is coming next. Very little is random in this fight. Who is targeted by orbs, which players get eruptions, and where the magitek bits target are the only real random factors in the fight.&lt;br /&gt;
&lt;br /&gt;
*Three phases are make or break points in this fight. Ifrit is the first. People tend to struggle with the dashes in this phase. Airship 2 can be dangerous as the airships deal massive damage, the lasers could hit the tanks, and ultima could use diffractive laser all during this phase. And the Final Aetheric Boon is completely win or lose. If you don&#039;t trip all 4 sets, you lose instantly.&lt;br /&gt;
&lt;br /&gt;
*Ultima will apply the buff Negative Aetheroplasm (may need confirmation on exact name). Tanks swap at 3 stacks of the debuff, one stack is applied every ~20 seconds. If the stack reaches 5, that player dies. All personnel not presently taking Ultima should not be in front of Ultima or risk getting a stack. Originally it was stated at 4. Reason for change is that 4 leaves really 0 room for mistakes. If you swap at 4 and the new tank eats fast heavy damage and dies, the run is over, as the original tank must take over with 4 stacks and dies on the next. At the least with 3 if this happens the original tank can take over again until the other tank is brought back up and healed up to take over.&lt;br /&gt;
&lt;br /&gt;
*Tank Purge is an attack repeated through every phase from Titan onward, it&#039;s an area-wide AoE that does a lot of damage.&lt;br /&gt;
&lt;br /&gt;
*It is strongly recommend you tank in the center until after the Garuda phase. Move Ultima to the Northwest or Northeast edge afterwards, NOT THE CENTER NORTH. This is for the Aetheric Boons. If tanked due north, the first boon will hit the tank immediately on spawn.&lt;br /&gt;
&lt;br /&gt;
*Ultima has a 10-minute enrage timer, so keep the DPS up.&lt;br /&gt;
&lt;br /&gt;
*Main tank doesn&#039;t have to dodge attack unless specified.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Garuda===&lt;br /&gt;
Garuda appears in the center, and Ultima will try to knock you into her AoE. Get behind Garuda and make sure Ultima can&#039;t knock you into the AoE.&lt;br /&gt;
&lt;br /&gt;
Eye of the storm appears, get to the VERY EDGE of the center, move to the outside ring as soon as the purple graphic disappears to avoid Titan smashing down in the center. THE TANK SHOULD DODGE THIS AS WELL.&lt;br /&gt;
&lt;br /&gt;
Most times you should only see: Mistral Shriek, Eye of the Storm, Mistral Shriek before Garuda vanishes for good.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Titan===&lt;br /&gt;
Full rotation is Outer Plumes, Inner Plumes, Tank Purge, Inner Plumes, Outer Plumes. Avoid the plumes, and gather up in center for Tank Purge so the healer can A.O.E. heal. Tank Purge starts to show during this phase.&lt;br /&gt;
&lt;br /&gt;
Average run is: Outside/Inside plumes, Tank Purge, Inner/Outer Plumes, Outer/Inner Plumes. Titan done.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Ifrit===&lt;br /&gt;
Ifrit phase begins with eruptions. Eruptions will appear under two random party members, they should run IN THE SAME DIRECTION around the edge of the map. I usually just go clockwise. After five eruptions, this attack ends. Do not run eruptions into the tank zone. If you have to eat one, just eat it. It will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Four plumes will appear, then a line of them, with Ifrit charging the field while the second set explodes. Avoid them by going to the edge and adjusting position as necessary. Ifrit can charge from any direction. It is recommended that players stay out of the center during Ifrit&#039;s stage, as Ifrits Dash will always go through the center in some direction.&lt;br /&gt;
&lt;br /&gt;
If all goes well you should get: Eruption, purge, plumes/charge, eruption, purge. Done with Ifrit. This phase is heavy in dps speed. The faster your dps the less you see. If they are quick enough you can avoid the second eruption, if they are slow you will get another plume/charge phase.&lt;br /&gt;
&lt;br /&gt;
===Phase Change===&lt;br /&gt;
After the primals are done, the fight changes a little. New attacks become available. Magitek Ray is now in use. Similar to story ultima, he will turn around and draw green lines on the ground. Can deal moderate to heavy damage if you stay in it.&lt;br /&gt;
&lt;br /&gt;
Orbs. He will cast out green orbs that track a player. The player will be noted with a symbol over their head. Run it out.&lt;br /&gt;
&lt;br /&gt;
Diffractive laser. No cast display bar. Deals heavy damage to all players in front of ultima. Recommended that only the main tank stay in front at this time. This attack is very deadly in airship phases. I can confirm 3600 roughly to my i80 bard.&lt;br /&gt;
&lt;br /&gt;
Tank Purge is still used through out the fight. Can be really bad if the tank purge and the healers have not healed it when Boons appear.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Aetheric Boon===&lt;br /&gt;
Four orbs appear on long tethers. 1 North to South. 1 East to West. They&#039;re connected in pairs, and will converge towards the center. If the orbs hit each other, they wipe the group. It is recommended ahead of time designate the player to stack on. When Aetheric Boon is cast, all players will be sent backwards. Players should then group up on the designated player and walk into an orb. Then repeat for the second, healing as necessary. Time is not critical for these two sets. You should have plenty of time to take these out.&lt;br /&gt;
&lt;br /&gt;
===Phase 5a: Magitek Bits 1===&lt;br /&gt;
Five Magitek bits will appear in the center, and will start to spam lasers. It is recommended to start killing these bits from the closest to the melee dps in a clockwise fashion. Be aware that phase 5b starts shortly into this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 5b: Airship 1===&lt;br /&gt;
Two airships will strike. One to the East and one to the West. Optimal safe zone is directly south along the outer rim for non-tanks. Tanks should be due North. Also recommended that one healer stay in range on the outside rim as near the tanks as possible to heal. As soon as the airship crash finishes, destroy the remaining bits.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Aetheric Boon 2===&lt;br /&gt;
6 orbs will appear this time. A short tether running north to south (first priority). Two long tethers running east to west. Immediately group up after knockback to eliminate the short tether. Then work your way through the other two sets allowing healing when necessary. Time is critical for the short tether.&lt;br /&gt;
&lt;br /&gt;
===Phase 7a: Magitek Bits 2===&lt;br /&gt;
Magitek bits will appear around the outer circumference of the map. Have dps work a clockwise rotation. Recommend starting in the North East since the melee dps will be nearest that bit.&lt;br /&gt;
&lt;br /&gt;
===Phase 7b: Airship 2===&lt;br /&gt;
Shortly after clearing a few bits, 4 airships will be called in. One Northeast, Southeast, Southwest, Northwest. Optimal safe zone is dead center for non-tanks. Do not run to early as the bits will trigger lines into the dead center. During this time, Main tank will eat heavy damage (can&#039;t turn ultima to center as he will use diffractive laser at this time). Recommend getting out of the center as soon as the airships start to crash as lasers will be targeting the center. Return to burning bits on the outer rim. It seems you can leave the center as soon as the airship animation comes into view. Graphics will be intense during this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 8: Aetheric Boon 3===&lt;br /&gt;
Last phase is 4 incredibly short diagonal tethers. 1 West to south. 1 west to north. 1 north to east. 1 east to south (looks like a diamond). Timing is critical. If level 3 limit break is available, have tank cast it during boons cast time. Then have players run through all 4. With the level 3 limit break up players should be able to survive the tethers. If it is not available. Sacrifices will have to be made. Personally recommend that 2 players take this duty. One takes the two on the west and one takes the two to the east. Time is critical. If any orbs touch, raid wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 9: End===&lt;br /&gt;
Assuming you are through the final boons, and still under 10 minutes, you enter the final stage. Basically its just a burn phase. DPS race to the end. If you are fast enough you will win. If you took too long you may still have a chance as Ultima will teleport to the center at 10 minutes from starting the fight and start casting Ultima. Could possibly still win if Ultima is low enough. Limit Break if available.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Ultima Weapon Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ultima Choker of Fending}}&lt;br /&gt;
{{Drops table row|Ultima Choker of Slaying}}&lt;br /&gt;
{{Drops table row|Ultima Choker of Aiming}}&lt;br /&gt;
{{Drops table row|Ultima Choker of Casting}}&lt;br /&gt;
{{Drops table row|Ultima Choker of Healing}}&lt;br /&gt;
{{Drops table row|Ultima Band of Fending}}&lt;br /&gt;
{{Drops table row|Ultima Band of Slaying}}&lt;br /&gt;
{{Drops table row|Ultima Band of Aiming}}&lt;br /&gt;
{{Drops table row|Ultima Band of Casting}}&lt;br /&gt;
{{Drops table row|Ultima Band of Healing}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Maker&#039;s Ruin}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The Wandering Minstrel is wont to regale those who would listen with the heroic deeds of adventurers. News of your death-defying feats have reached him, and he would have you recount your fateful encounter with the Ultima Weapon.&lt;br /&gt;
&lt;br /&gt;
However, one must always be wary of the Wandering Minstrel and his gift for exaggeration. Upon hearing his ballad, you come to find your clash with the Ultima Weapon has been transformed into something far more epic than you remember.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Ultima Weapon concept.png&lt;br /&gt;
ultima weapon2.jpg&lt;br /&gt;
ultima weapon1.jpg&lt;br /&gt;
ultima weapon3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Howling_Eye_(Extreme)&amp;diff=821283</id>
		<title>The Howling Eye (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Howling_Eye_(Extreme)&amp;diff=821283"/>
		<updated>2024-08-11T15:29:43Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the [[Main Scenario]] [[trial]]|The Howling Eye|the level 50 story-mode [[trial]]|The Howling Eye (Hard)|the [[Ultimate Raid]] involving [[Garuda]]|The Weapon&#039;s Refrain (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Howling Eye (Extreme)&lt;br /&gt;
| image = The howling eye extreme banner1.png&lt;br /&gt;
| description = An attack by the primal [[Garuda]] has annihilated an entire [[Twin Adder]] brigade, with the sole survivor left to tell a tale writ in terror and misery. Garuda&#039;s powers are far greater than they should be; left with few options and all but one of them almost certain failures, the Order of the Twin Adder turns to [[the Scions of the Seventh Dawn]], so that they may summon a Warrior of Light.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 65&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = Coerthas Central Highlands&lt;br /&gt;
| entrance-coordinates = 34.3, 24.9&lt;br /&gt;
| location = The Howling Eye&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Gale-force Warning&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|96NM57IBF1Q|350|right}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lady of the Vortex: [[Garuda]]===&lt;br /&gt;
====Phase 1====&lt;br /&gt;
This is very similar to the other versions - however, when the Razor Plumes appear, make sure to kill the Satin Plume first. Otherwise, the Satin Plume will sleep everyone. Any time Garuda disappears, random AoEs will spawn. These are &#039;&#039;&#039;{{action icon|Feather Rain}}&#039;&#039;&#039;, a spell learnable by {{BLU}} [[Blue Mage]]s.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
Garuda will spawn two adds, [[Chirada]] and [[Suparna]]. The off-tank should hold Chirada while the main tank should hold Suparna. Separate them and kill one at a time. Generally you will be killing [[Chirada]] first.&lt;br /&gt;
&lt;br /&gt;
At the end of this phase Garuda will teleport to the center and cast Reckoning. There&#039;s no dodging this, so stack up in the center. This will wipe if too many stones are destroyed.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
Garuda will destroy the pillars, and summon more Razor Plumes. This time they will have a Spiny Plume with them. Kill the Razor Plumes, but do not kill the Spiny Plume. The Spiny Plume will apply &amp;quot;Thermal Low&amp;quot; to the tank it is agro&#039;d on. Tanks must swap agro on the spiny plume at 2 stacks. At 3 stacks of &amp;quot;Thermal Low&amp;quot; the party will wipe.&lt;br /&gt;
&lt;br /&gt;
When Garuda vanishes, kill the Spiny Plume. This will create a shield that will protect you from wiping when Garuda reappears. Dodge the Spiny Plume&#039;s AoE when it dies and hide under its shield.&lt;br /&gt;
&lt;br /&gt;
====Phase 4====&lt;br /&gt;
Garuda will summon a Spiny Plume, [[Chirada]] and [[Suparna]], and a large number of green whirlwinds.&lt;br /&gt;
&lt;br /&gt;
There are safe spots in the northwest, northeast, southwest, and southeast to stand to avoid the whirlwinds.&lt;br /&gt;
&lt;br /&gt;
As in Phase 2, separate [[Chirada]] and [[Suparna]], kill them one at a time. Garuda will vanish once they both die.&lt;br /&gt;
&lt;br /&gt;
As in Phase 3, avoid killing the Spiny Plume until Garuda vanishes, then hide under its shield. The Spiny Plume will act just like it did in phase 3 with the &amp;quot;Thermal Low&amp;quot; stacks.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll cycle between Phase 3 and Phase 4 until Garuda dies.&lt;br /&gt;
&lt;br /&gt;
====Attack Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Garuda extreme guide1.jpg&lt;br /&gt;
File:Garuda extreme guide2.jpg&lt;br /&gt;
File:Garuda extreme guide3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Solo strategy (level 70+)==&lt;br /&gt;
With a high player level (70+) and high-end gear, The Howling Eye (Extreme) can be finished solo or with a small party. To do so, enter the trial unsynced by selecting &amp;quot;[[Unrestricted Party]]&amp;quot; in the duty finder options.&lt;br /&gt;
&lt;br /&gt;
With sufficient defenses, healing and damage, the fight&#039;s mechanics can be largely ignored, and all damage focused on Garuda.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Garuda Card}} (Drops at a fixed rate.)&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Vortex Ring of Fending}}&lt;br /&gt;
{{Drops table row|Vortex Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Vortex Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Vortex Ring of Casting}}&lt;br /&gt;
{{Drops table row|Vortex Ring of Healing}}&lt;br /&gt;
{{Drops table row|Vortex Feather}}&lt;br /&gt;
{{Drops table row|Xanthos Whistle}}&lt;br /&gt;
{{Drops table row|Nightmare Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Fallen Angel}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Gone with the Wind}}&lt;br /&gt;
{{achievement table row|Mightier than the Vortex}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:garuda extreme1.jpg&lt;br /&gt;
File:garuda extreme2.jpg&lt;br /&gt;
File:garuda extreme3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Extreme)&amp;diff=821282</id>
		<title>The Navel (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Extreme)&amp;diff=821282"/>
		<updated>2024-08-11T15:29:33Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the [[Main Scenario]] [[trial]]|The Navel|the level 50 story-mode [[trial]]|The Navel (Hard)|the [[Ultimate Raid]] involving [[Titan]]|The Weapon&#039;s Refrain (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel (Extreme)&lt;br /&gt;
| image = The navel extreme banner1.png&lt;br /&gt;
| description = When northern Vylbrand is racked by an earthquake, Urianger Augurelt suspects the kobolds of summoning the primal Titan. The Scion of the Seventh Dawn is proven irritatingly correct in short order when the Lord of Crags appears in the mountains of O&#039;Ghomoro to flaunt powers even greater than were supposed. It does not take an augur to see that a battle to the death must soon follow.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 67&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| entrance = Outer La Noscea&lt;br /&gt;
| entrance-coordinates = 24.3, 8.9&lt;br /&gt;
| location = The Navel&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Quake Me Up Before You O&#039;Ghomoro&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|-0AH4HGk4nM|350|right|Titan (Extreme) Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of Crags: [[Titan]]===&lt;br /&gt;
*Everyone who is not tanking should stack up directly behind [[Titan]]. This includes the healers and ranged classes.&lt;br /&gt;
*Titan will target two players with Gaol. He preferentially targets one DPS and one Healer. When targeted by Gaol, DPS should stand directly under Titan. The healer needs to run to the far edge. If there is a yellow line connecting the two players, you&#039;re too close together.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Before the Jump===&lt;br /&gt;
Very straightforward, tank Titan on the edge of the room. He will use Landslides, a forward-facing cone attack, and Weight of the Land, which will produce an AOE underneath every person. Tanks should face Titan away from the middle to prevent Landslide from hitting the group. The party should stack for Weight of the Land to minimize the area of effect and enable easier dodging of the attack. &lt;br /&gt;
&lt;br /&gt;
At the end of this phase, Titan will jump in the air and knock away the edges of the arena, shrinking the battlefield to a smaller size - indicated by red marks at the outer edge.&lt;br /&gt;
&lt;br /&gt;
*Rotation: Landslide; Weight of the Land; 4 Tumults; occasional {{action icon|Mountain Buster (Blue Mage)}}s in-between.&lt;br /&gt;
*Consider a tank-swap for every 2-3 stacks of Mountain Buster.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Landslide now goes in three directions, and Titan will also start using Granite Gaol and Bomb Boulders.&lt;br /&gt;
&lt;br /&gt;
*When targeted by Gaol, marked damage dealers should stand directly under Titan, whereas marked healers should run to the far edge. Free the damage dealer first, then free the healer.&lt;br /&gt;
*The first set of Bomb Boulders will be a pattern that covers 2/3 of the arena. All players must move to a safe spot to avoid them.&lt;br /&gt;
*Further Bomb Boulders will be in a circle. To avoid, wait for the first bombs to explode, then move into the detonated area to avoid follow-up explosions.&lt;br /&gt;
*Upheaval knocks back and will knock you off the platform if you&#039;re not careful.  Titan should be tanked near the edge and everyone (including the main tank, if not using Arm&#039;s Length) should stack behind him before completion of the cast.&lt;br /&gt;
Rotation: Geocrush -&amp;gt; Landslide -&amp;gt; Gaol x2 -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Bombs -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Landslide -&amp;gt; Gaol x2 -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Heart===&lt;br /&gt;
This phase starts when Titan reaches 55% health. The entire raid should focus on Titan&#039;s Heart. As before, dodge Landslides (which now go in five directions), Weight of the Land, and deal with Granite Gaols. Titan will also drop Bomb Boulders in circles. Wait for the first set of bombs to explode, then move into the already detonated areas to avoid follow-up explosions.&lt;br /&gt;
&lt;br /&gt;
You have until the third Weight of the Land to destroy the heart, or you will wipe.&lt;br /&gt;
&lt;br /&gt;
Rotation: Geocrush -&amp;gt; Weight of the Land -&amp;gt; Gaol x2 -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; MB -&amp;gt; Clockwork Bomb -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury (failure)&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
This phase starts when Titan&#039;s heart has been destroyed. Just like before, players will need to dodge Landslides, Weight of the Land, and deal with Granite Gaols. Also, Granite Gaolers (adds) will join the fray, and you will also have two different Bomb patterns to deal with - a clock-like pattern, and patterns involving bombs dropping in multiple areas simultaneously.&lt;br /&gt;
&lt;br /&gt;
Rotation: Jump -&amp;gt; Massive AOE -&amp;gt; Granite Gaolers -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Clockwork Bomb -&amp;gt; Landslide -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Weight of the Land -&amp;gt; Gaol x2 -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Weight of the Land -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; Clockwork Bomb -&amp;gt; {{action icon|Mountain Buster (Blue Mage)}} -&amp;gt; All Bombs -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Landslide -&amp;gt; Jump -&amp;gt; Landslide -&amp;gt; we repeat, starting again with Granite Gaolers.&lt;br /&gt;
&lt;br /&gt;
The second set of Granite Gaolers should happen when Titan is close to death.&lt;br /&gt;
&lt;br /&gt;
After 10 minutes have elapsed from the start of the fight, Titan will begin repeatedly using a long Upheaval enrage cast that will knock players back far further than the diameter of the platform. Players can temporarily delay a wipe at this point with knockback prevention skills.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Titan Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Tremor Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Tremor Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Tremor Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Tremor Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Tremor Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Crag Heart}}&lt;br /&gt;
{{Drops table row|Gullfaxi Whistle}}&lt;br /&gt;
{{Drops table row|Nightmare Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Under the Weight}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Earth to Earth}}&lt;br /&gt;
{{achievement table row|Mightier than the Crag}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:titan extreme1.jpg&lt;br /&gt;
File:titan extreme2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Due to the severe effects of ping on the tight timing required, this trial became infamous for its difficulty among the player base at the time it was current.&lt;br /&gt;
*A parody video was made by Square Enix which depicts the fight if it was part of an SNES-era Final Fantasy game.&lt;br /&gt;
{{#ev:youtube|uDg44MVJLrw|350|left|Titan (Extreme) 16-bit}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Extreme)&amp;diff=821281</id>
		<title>The Bowl of Embers (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Extreme)&amp;diff=821281"/>
		<updated>2024-08-11T15:29:20Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 50 challenge-mode [[trial]]|the [[Main Scenario]] [[trial]]|The Bowl of Embers|the level 50 story-mode [[trial]]|The Bowl of Embers (Hard)|the [[Ultimate Raid]] involving [[Ifrit]]|The Weapon&#039;s Refrain (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Bowl of Embers (Extreme)&lt;br /&gt;
| image = The bowl of embers extreme banner1.png&lt;br /&gt;
| description = Having partaken further of [[Ascian]] wisdom, the [[Amalj&#039;aa]] have succeeded in summoning the mightiest incarnation of their god to date. [[Ifrit]] has returned amidst hellfire and brimstone, and the lizardmen bask in the heat of destruction as warriors of the [[Immortal Flames]] fall to the primal like slugs shriveling beneath the desert sun. Can a Warrior of Light prevail against such an irrepressible force?&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 70&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (A Realm Reborn)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| location = The Bowl of Embers&lt;br /&gt;
| region = Thanalan&lt;br /&gt;
| entrance = Southern Thanalan&lt;br /&gt;
| entrance-coordinates = 35.3, 19.6&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Ifrit Ain&#039;t Broke&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|ckOvdydHERk|350|right|Ifrit (Extreme) Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of the Inferno: [[Ifrit]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
[[Ifrit]] utilizes all of his abilities from previous difficulties, albeit far more deadly by comparison, as well as some additional mechanics exclusive to extreme mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incinerate&#039;&#039;&#039;, for example, will apply a stackable debuff named &#039;&#039;&#039;Suppuration&#039;&#039;&#039; to those it hits, reducing maximum HP of the target for its entire duration. As a result, the main and off-tank should occasionally swap to clear their stacks and prevent &#039;&#039;&#039;Suppuration&#039;&#039;&#039; from reducing their maximum health to dangerously low levels, all while keeping Ifrit turned away from the party to prevent &#039;&#039;&#039;Incinerate&#039;&#039;&#039; from hitting them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Eruption}}&#039;&#039;&#039;, unlike the other difficulties, can no longer be interrupted and will be cast in two distinct ways. The first &#039;&#039;&#039;{{action icon|Eruption}}&#039;&#039;&#039; is cast on 3 DPS in succession, which is best avoided by having all DPS players stick together and move as a group to prevent chaos and unnecessary damage. The second version is a single &#039;&#039;&#039;{{action icon|Eruption}}&#039;&#039;&#039; targeted at the current off-tank who should maintain distance from the DPS, but close enough to perform a tank-swap if needed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Searing Wind&#039;&#039;&#039; is an ability exclusive to extreme mode that is cast specifically at healers (assuming they are alive), causing them to periodically deal an explosive AoE knockback that inflicts massive damage to those caught in the blast, except the healer themselves. Due to this, both healers also need to maintain a positional rotation to keep the party safe during mechanical overlaps.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellfire&#039;&#039;&#039; is used at three points during the battle, excluding the fourth and final Hellfire which is used to wipe the raid. With each one, a &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; will be cast over the entire arena, leaving two small safe-spots that rotate in a clockwise motion with each new &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. Players are encouraged to utilize safe-spots in a coordinated manner to avoid mechanical overlaps. For example, tanks will often need to position Ifrit in one safe-spot and remain there with the DPS, while the healer afflicted by &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; uses the other safe-spot to prevent inflicting damage and knockback to the group.&lt;br /&gt;
&lt;br /&gt;
*Ifrit will use &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; after each &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;, only this time there will be an additional copy of Ifrit (4 in total), all with a wider attack compared to previous difficulties, making the mechanic more difficult to dodge. However, the charge-order hasn&#039;t changed, thus players should once again move beside the left-most Ifrit as it always charges first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernal Nails&#039;&#039;&#039; will need to be dealt with after &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and are far more difficult to destroy. Unlike previous difficulties, destroying a nail will cause an &#039;&#039;&#039;Infernal Surge&#039;&#039;&#039;, inflicting arena-wide damage and applying an unavoidable debuff that increases damage taken for a short period. Due to this change, nails should be taken down individually rather than AoE&#039;d down like in previous difficulties. Only 4 nails will be summoned after the first &#039;&#039;&#039;Hellfire&#039;&#039;&#039;, increasing to 7 with the second, and then 13 on the last. The 13-nails specifically include a much larger nail in the arena centre which is a worthwhile target for a Level 3 (melee) Limit Break.&lt;br /&gt;
&lt;br /&gt;
*Lastly, Ifrit will begin affecting two players with &#039;&#039;&#039;Infernal Fetters&#039;&#039;&#039; during the second phase – typically a DPS and the off-tank – which increases damage taken, deals damage over time, and decreases damage done for its duration. This effect grows in potency depending on how far apart the two targets are, hence they must remain close together until the effect fades. Due to each nail-phase being a DPS check and the need for tank-swaps throughout the encounter, allowing &#039;&#039;&#039;Infernal Fetters&#039;&#039;&#039; to reduce the damage done by a DPS and increase damage taken by an off-tank is a great hindrance if both players don&#039;t coordinate appropriately.&lt;br /&gt;
&lt;br /&gt;
*Each phase lasts until Ifrit casts &#039;&#039;&#039;Hellfire&#039;&#039;&#039; at 75%, 50% and 15% health. After the 3rd Hellfire, players must slay Ifrit before he has time to cast a fourth and final Hellfire, which is a guaranteed raid-wipe.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
====Phase 1====&lt;br /&gt;
This phase involves dealing with multiple &#039;&#039;&#039;{{action icon|Eruption}}s&#039;&#039;&#039; and &#039;&#039;&#039;Searing Wind&#039;&#039;&#039;, requiring the group to co-ordinate to safe-spots while avoiding the affected Healer. Afterwards, the group will have to destroy the first wave of &#039;&#039;&#039;Infernal Nails&#039;&#039;&#039; (4) before Ifrit can cast &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. Be mindful that one &#039;&#039;&#039;{{action icon|Eruption}}&#039;&#039;&#039; will be used on the off-tank during this nail-phase.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
After &#039;&#039;&#039;Hellfire&#039;&#039;&#039;, the entire arena will be covered in plumes with a single safe-spot close to Ifrit, followed by a wave of &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; that must be dodged. To do so, players should move themselves to the left-most clone (which always dashes first), then move into the newly opened spaces to avoid the other copies. However, one Healer will be affected by &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; during this time, encouraging them to dodge &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; from the opposite side to avoid damaging the entire group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{action icon|Eruption}}&#039;&#039;&#039; will continue throughout this phase, including another one on the off-tank during the arrival of the second set of nails (which includes 7 nails in total). &#039;&#039;&#039;Infernal Fetters&#039;&#039;&#039; will also be inflicted during this phase, forcing a DPS and off-tank to stick close together to avoid excessive debuffs. If all nails are destroyed before Ifrit casts &#039;&#039;&#039;Hellfire&#039;&#039;&#039;, the next phase begins.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
This phase is almost identical to the previous phase with exception to &#039;&#039;&#039;Infernal Nails&#039;&#039;&#039;, which will now spawn 13 nails, including a large central nail that may require being burst down by a Level 3 (melee) Limit Break depending on overall DPS. Once again, players must destroy all nails before &#039;&#039;&#039;Hellfire&#039;&#039;&#039; to avoid a wipe.&lt;br /&gt;
&lt;br /&gt;
====Phase 4====&lt;br /&gt;
From this point onward, there will be no more &#039;&#039;&#039;Infernal Nails&#039;&#039;&#039;. The group must defeat Ifrit before the final &#039;&#039;&#039;Hellfire&#039;&#039;&#039; or the battle will end in a total raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Ifrit Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Inferno Bangle of Fending}}&lt;br /&gt;
{{Drops table row|Inferno Bangle of Slaying}}&lt;br /&gt;
{{Drops table row|Inferno Bangle of Aiming}}&lt;br /&gt;
{{Drops table row|Inferno Bangle of Casting}}&lt;br /&gt;
{{Drops table row|Inferno Bangle of Healing}}&lt;br /&gt;
{{Drops table row|Inferno Horn}}&lt;br /&gt;
{{Drops table row|Aithon Whistle}}&lt;br /&gt;
{{Drops table row|Nightmare Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Primal Judgment}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Going Up in Flames}}&lt;br /&gt;
{{achievement table row|Mightier than the Inferno}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:ifrit extreme1.jpg&lt;br /&gt;
File:Ifrit extreme2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Extreme)&amp;diff=821280</id>
		<title>Thok ast Thok (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Extreme)&amp;diff=821280"/>
		<updated>2024-08-11T15:28:37Z</updated>

		<summary type="html">&lt;p&gt;Oncheab: misleading information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 60 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|Thok ast Thok (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Thok ast Thok (Extreme)&lt;br /&gt;
| description = Willed back into existence by his zealous children, [[Ravana]], the Lord of the Hive, is risen again with ever greater savagery. Left unchecked, the [[Wrath of the Colony]] will surely seek out the [[Warring Triad]] on [[Azys Lla]] to feed upon the sleeping eikons&#039; strength. Heed [[Unukalhai]]&#039;s warning, and slay the entity before his insatiable appetite for power unleashes destruction of cataclysmic proportions...&lt;br /&gt;
| image = Thok_ast_Thok_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 175&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Thok ast Thok&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| entrance = The Dravanian Forelands&lt;br /&gt;
| entrance-coordinates = 27.7, 41.0&lt;br /&gt;
| req-quest = Thok Around the Clock&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Limitless Blue (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|NtUmWKuPKiw|350|right|Thok ast Thok (Extreme)}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lord of the Hive: [[Ravana]]===&lt;br /&gt;
Ravana (Extreme) just like Ravana (Hard) is split into multiple phases and follows a set rotation for most if not all phases. Note Ravana can be 1 tanked.&lt;br /&gt;
&lt;br /&gt;
Ravana will switch between 3 different stances through the fight, depending on the phase, he has a Dragonfly, Scorpion and Beetle. Each stance has their own set of abilities. Prior to starting the fight, Waymark the arena with A, B, C, A being North, B East, C South and remembering unmarked is D (West), this will be used for a later mechanic.&lt;br /&gt;
===Dragonfly===&lt;br /&gt;
&#039;&#039;&#039;Blinding Blade&#039;&#039;&#039; - High damage frontal cleave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Seeing X&#039;&#039;&#039; - Places a barrier on 3 sides of Ravana, if you hit the barrier, you get damaged, knocked back and slowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atma-Linga&#039;&#039;&#039; - Raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tapasya&#039;&#039;&#039; = Frontal cone cleave that hits 3 times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Shell&#039;&#039;&#039; - Shields himself, must be broken before it wears off or you will wipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloody Fuller/Chandrahas&#039;&#039;&#039; - Ultimate ability, more on this later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blinding Blade&#039;&#039;&#039;&lt;br /&gt;
* Instant cast&lt;br /&gt;
* Frontal AoE cleave&lt;br /&gt;
* Extremely high damage&lt;br /&gt;
* Share between 2 tanks&lt;br /&gt;
* If 1 tanking, turn Ravana around to share with the raid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Seeing X&#039;&#039;&#039;&lt;br /&gt;
* Ravana will cast one of the following: &amp;quot;The Seeing Right&amp;quot;, &amp;quot;The Seeing Left&amp;quot; or &amp;quot;The Seeing Wings&amp;quot;.&lt;br /&gt;
* Lasts 5 seconds.&lt;br /&gt;
* If The Seeing Right has been cast, move and attack from his left side.&lt;br /&gt;
* The Seeing Left, move and attack from his right side.&lt;br /&gt;
* The Seeing Wings, move and attack from his front.&lt;br /&gt;
* Tank should not move, rotate Ravana or attack during the barriers uptime (unless it&#039;s Seeing Wings since his front is safe).&lt;br /&gt;
* Remember that casters are safe, they do not need to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tapasya&#039;&#039;&#039;&lt;br /&gt;
* Instant cast&lt;br /&gt;
* After first hit tank should move to the side or behind Ravana to avoid the next 2 hits.&lt;br /&gt;
===Scorpion===&lt;br /&gt;
This stance includes the main mechanics of the fight that require the entire raid to learn, know and execute perfectly or will be the phases that will wipe your group. Something to take note of is in this stance, the damage output of Ravana is increased, but his incoming damage is also increased. In this stance he not attack but only use a variety of Liberation casts, similar to Hard modes Slaughter. Each cast of Liberation is burn time, DPS should pop their cool downs during this stance. Each Liberation is a series of AoE mechanics and getting hit by any of these will result in a 3 minute Vulnerability Up debuff that stacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prelude to Liberation&#039;&#039;&#039;&lt;br /&gt;
# When the cast ends, will do a large point blank AoE.&lt;br /&gt;
# Linear line AoEs that will explode after a short time.&lt;br /&gt;
# Random circle AoEs that cause Burn on a player that steps in them.&lt;br /&gt;
# 5 players get purple circle around themselves that will explode and deal damage to anyone standing in them, no one should be standing in 2 purple circles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation&#039;&#039;&#039;&lt;br /&gt;
# When the cast ends, will AoE everywhere except directly behind him, all players should stack behind Ravana.&lt;br /&gt;
# He will then jump up, and land somewhere around the edge of the arena and doing a large point blank AoE.&lt;br /&gt;
# Clones himself 3 times either left or right to where he lands, also creating point blank AoE.&lt;br /&gt;
# Charges across the arena in the order he landed. (Similar to Ifrit).&lt;br /&gt;
When he jumps up, all players should stack in the center, wait to see where his 1st clone lands, and run to the other side the first Ravana (e.g. If Ravana lands North, his 1st clone lands North-West, players should run North-East) and run around the edge as he charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Liberation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
About 3/4 way through the cast, 4 players will be marked with a blue sword icon, they will be marked with 1, 2, 3 and 4 swords.&lt;br /&gt;
&lt;br /&gt;
# The marked players need to run to the waymarks, 1 sword icon to A, 2 sword icon to B, 3 sword icon to C and 4 sword icon to D.&lt;br /&gt;
# All other players should stack at D or C.&lt;br /&gt;
# Ravana will rush from where he his, to the player with the 1 sword icon, dealing damage to anyone in his path.&lt;br /&gt;
# He will continue to rush from this player to the next (who had 2 sword icon), and so on. He should be going from middle -&amp;gt; North -&amp;gt; East -&amp;gt; South -&amp;gt; West.&lt;br /&gt;
# An X AoE appears on the ground dealing damage and a nasty Burn debuff to anyone standing in it.&lt;br /&gt;
# 4 Purple circle AoEs same as in Prelude to Liberation.&lt;br /&gt;
&lt;br /&gt;
As Ravana rushes to the first player, all those that wasn&#039;t marked should stack to the center. The first player should also run to D and to the center, as they will be hit by the next rush to B. As Ravana appears again to rush to B, the player at B should run towards A and to the center, and so on for each marked player.&lt;br /&gt;
&lt;br /&gt;
To handle the purple circles, you should assign 2 players to A/B, B/C, C/D and D/A. These players should run to these safe segments so that several players with purple circles do not end up in the same segment. If 2 players that go to the same segment have the purple AoE, you are able to stand next to the fire AoE, this will avoid players from getting hit by 2 purple circles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Liberation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a couple of ways to handle this Liberation in regards to the Prey mechanic which I&#039;ll go through first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tactic 1 - PLD&#039;&#039;&lt;br /&gt;
# Marks 2 players with Prey, make sure the tank has 1 and the other player stands next to the PLD, stack at A.&lt;br /&gt;
# All other players should spread around B, C and D.&lt;br /&gt;
# Ravana will rush at both Prey targets.&lt;br /&gt;
# Both Prey targets should be fully healed, shielded and any cool down you can give them.&lt;br /&gt;
# PLD uses Cover on the other player.&lt;br /&gt;
&lt;br /&gt;
The idea here is to negate the damage of both rushes to both players at least for the first hit, if you negate the damage to 0, these players will not receive the physical up debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tactic 2 - Actual tactic&#039;&#039;&lt;br /&gt;
# Marks 2 players with Prey, does not matter if the tank has one, one goes to A, the other to C.&lt;br /&gt;
# All other players should go to B or D.&lt;br /&gt;
# Ravana will rush at both Prey targets.&lt;br /&gt;
# 2 players run to A and C to take Prey while first 2 run to safe spots.&lt;br /&gt;
# 2 new Prey players run in between A+D and C+D.&lt;br /&gt;
# Safe spot now in the center.&lt;br /&gt;
&lt;br /&gt;
As for the full Liberation.&lt;br /&gt;
# Marks 2 players with Prey.&lt;br /&gt;
# Rushes both players dealing Physical Up debuff to them and anyone in his path.&lt;br /&gt;
# Use one of 2 tactics above.&lt;br /&gt;
# 3 players get Purple circles, everyone else can go to the center - Rushes players with Prey dealing Phys Up at same time as purple circles explode.&lt;br /&gt;
# Room-wide AoE with safe spot in the center.&lt;br /&gt;
# Room-wide AoE with safe spot around the edge - knocks back if hit. &#039;&#039;Important&#039;&#039;: Ravana jumps back down for this, do not attack him, just run out as you have very little time to get out of this AoE.&lt;br /&gt;
===Beetle===&lt;br /&gt;
This is Ravana&#039;s defensive stance, his outgoing damage is decreased, but also takes less damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillars of Heaven&#039;&#039;&#039; - Raid-wide AoE knock back with damage based on proximity to Ravana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laughing Rose&#039;&#039;&#039; - Marks a player with a white icon, meteor-style AoE, share damage with raid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prey/{{action icon|Surpanakha}}&#039;&#039;&#039; - Marks a random player with Prey, they must pass Prey to the tank. Ravana will focus on the player and hit them continuously with {{action icon|Surpanakha}}, a large frontal AoE cone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rose of Conviction&#039;&#039;&#039; - No cast, 4 players get tethered by orbs and follows them, explodes after a short while dealing damage and inflicting Vuln Up. Players should stack by the edge before the orbs spawn and run around as a group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rose of Hate&#039;&#039;&#039; - Linear AoE on the main tank, avoid.&lt;br /&gt;
===Phase 1 - Dragonfly===&lt;br /&gt;
This phases lasts until 87%, all next phases will have a set rotation that carry out as the Bloodlust meter fills up indicated his next stance change (phase change).&lt;br /&gt;
&lt;br /&gt;
Rotation: Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Repeat&lt;br /&gt;
===Phase 2 - Scorpion===&lt;br /&gt;
If all party members are fully healed, healers should be DPSing during the Prelude to Liberation cast since there is no outgoing damage. DPS should save their cooldowns for the start of this phase.&lt;br /&gt;
&lt;br /&gt;
Rotation: Prelude to Liberation -&amp;gt; Liberation&lt;br /&gt;
===Phase 3 - Dragonfly + Ultimate===&lt;br /&gt;
1/4 way through the rotation you will need to deal with both Ravana mechanics and Gana adds that add to Ravana&#039;s Ultimate.&lt;br /&gt;
&lt;br /&gt;
Rotation: Warlord Shell -&amp;gt; The Seeing X -&amp;gt; The Seeing X -&amp;gt; Gana Adds start -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Atma-Linga -&amp;gt; Bloody Fuller/Chandrahas&lt;br /&gt;
&lt;br /&gt;
It&#039;s a long rotation, one which the tank will need to remember while the DPS are killing the adds. Shortly after Warlord Shell has broken and 2 of The Seeing X have been done, Ravana will shout &amp;quot;Take wing, ye souls of war!&amp;quot;. This starts the all familiar Primal DPS check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chandrahas and Gana Adds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DPS need to kill Spirit Gana&#039;s and Moon Gana&#039;s that spawn. They should be killed in the order that they appear in. Below is a list they appear in.&lt;br /&gt;
&lt;br /&gt;
# 4x Spirit Gana&lt;br /&gt;
# 1x Moon Gana, 1x Spirit Gana&lt;br /&gt;
# 2x Spirit Gana&lt;br /&gt;
# 1x Moon Gana, 1x Spirit Gana&lt;br /&gt;
# 2x Spirit Gana&lt;br /&gt;
&lt;br /&gt;
The Spirit Gana can be kill quickly, the Moon Gana takes more time to kill, all ranged should stay in the center for Blinding Blade, the melee should be wary of being cleaved if they choose to engage an add in front of the boss. These adds do not need to be tanked.&lt;br /&gt;
&lt;br /&gt;
After a short while, each gana will cast Falling Laughter, they must be killed before they can finish this cast otherwise they disappear and place a sword in the ground.&lt;br /&gt;
&lt;br /&gt;
After the rotation above, Ravana will cast Bloody Fuller which will Fetter everyone and lift them into the air, and swords on the ground, Ravana will use to deal damage and inflict Vulnerability Up for each sword, then use Chandrahas dealing high AoE damage. The goal here is to kill every add before they finish casting Falling Laughter, and have 0 swords. You can then shield the players and this should hit for less than 1k.&lt;br /&gt;
===Phase 4 - Beetle===&lt;br /&gt;
Transition into this phase, some of the fence around the edge will be broken, locate the safe spots and be wary of knock backs.&lt;br /&gt;
&lt;br /&gt;
Rotation: Pillars of Heaven -&amp;gt; Laughing Rose -&amp;gt; {{action icon|Surpanakha}} x4 -&amp;gt; The Rose of Conviction -&amp;gt; The Rose of Hate -&amp;gt; {{action icon|Surpanakha}} (repeat until Phase push by filling up the Bloodlust meter)&lt;br /&gt;
&lt;br /&gt;
All players should run next to a wall for Pillars of Heaven, then stack on Ravana for Laughing Rose. After this, a player will be marked by Prey for {{action icon|Surpanakha}}, this player needs to run over the tank to pass Prey on to them. Remember that {{action icon|Surpanakha}} is a large frontal AoE cone, Ravana will always focus and face the marked player. After 4 hits, Rose of the Conviction immediately starts so all players should make their way to the edge of the arena (except main tank) and run around the edge either clockwise or anti-clockwise (your raid should decide beforehand.) During this time, the tank will get a frontal AoE focused on them, and more Prey/{{action icon|Surpanakha}} on them, the tank needs to rotate the boss the same way the players are running the orbs, and stop when the orbs have exploded and the raid can get back to Ravana.&lt;br /&gt;
===Phase 5 - Scorpion===&lt;br /&gt;
This is the main part of the fight, if you get past here you should be killing Ravana, otherwise these mechanics will wipe you if 1 or 2 players mess up their positions. During this phase, you should also get Level 3 Limit Break which should be used during either the start of Swift Liberation cast, or the start of Final Liberation cast since Ravana takes more damage in this phase.&lt;br /&gt;
&lt;br /&gt;
Rotation: Swift Liberation -&amp;gt; Final Liberation&lt;br /&gt;
&lt;br /&gt;
Refer to the Swift and Final Liberation descriptions at the top of the guide.&lt;br /&gt;
===Phase 6 - Dragonfly===&lt;br /&gt;
There are adds for this Dragonfly, and there is a massive increase in outgoing AoE damage, Ravana will use Atma-Linga and Blinding Blade more frequently here, so the healers need to be focused here and make sure everyone is topped up at all times.&lt;br /&gt;
&lt;br /&gt;
Rotation: Warlord Shell -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; The Seeing X -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Tapasya&lt;br /&gt;
===Phase 7 - Beetle===&lt;br /&gt;
Same as previous Beetle phase, this will last until the Bloodlust meter hits 100%.&lt;br /&gt;
&lt;br /&gt;
Rotation: Pillars of Heaven -&amp;gt; Laughing Rose -&amp;gt; {{action icon|Surpanakha}} x4 -&amp;gt; The Rose of Conviction -&amp;gt; The Rose of Hate -&amp;gt; {{action icon|Surpanakha}} x8 -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
You should be aiming to kill Ravana during this phase.&lt;br /&gt;
===Phase 8 - Scorpion===&lt;br /&gt;
In this phase, Ravana will cast 1 random Liberation. You have until the end of this Liberation cast to kill Ravana as he will enrage after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enrage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ravana will enrage after Phase 8 Liberation, he casts Bloody Fuller and hits the entire raid with 12 Laughing Moons (12 adds, 12 swords, 12 laughing moons) (inflicting Vuln Up for every hit) then Chandrahas.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Hive Weapons}}&lt;br /&gt;
*Each player will receive {{Item reward|1|Hive Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Rose Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Ravana Card}} (Drops at a fixed rate.)&lt;br /&gt;
*{{Item icon|Ravana&#039;s Forewing}} Drops directly from boss, must be &#039;&#039;&#039;synced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Hive Arms (IL 190)}}&lt;br /&gt;
{{Drops table row|Hive Battleaxe}}&lt;br /&gt;
{{Drops table row|Hive Claymore}}&lt;br /&gt;
{{Drops table row|Hive Spear}}&lt;br /&gt;
{{Drops table row|Hive Claws}}&lt;br /&gt;
{{Drops table row|Hive Katana}}&lt;br /&gt;
{{Drops table row|Hive Kris}}&lt;br /&gt;
{{Drops table row|Hive Bow}}&lt;br /&gt;
{{Drops table row|Hive Musketoon}}&lt;br /&gt;
{{Drops table row|Hive Longpole}}&lt;br /&gt;
{{Drops table row|Hive Grimoire}}&lt;br /&gt;
{{Drops table row|Hive Rapier}}&lt;br /&gt;
{{Drops table row|Hive Cane}}&lt;br /&gt;
{{Drops table row|Hive Codex}}&lt;br /&gt;
{{Drops table row|Hive Planisphere}}&lt;br /&gt;
{{Drops table row|Hive Forewing}}&lt;br /&gt;
{{Drops table row|Hive Weapon Coffer (IL 190)}}&lt;br /&gt;
{{Drops table row|Rose Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Hand That Gives the Rose}}&lt;br /&gt;
{{Drops table row|Faded Copy of Unbending Steel}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Hive Mind}}&lt;br /&gt;
{{achievement table row|Mightier than the Hive}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
====Duty Dialogue====&lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Dance to the song of ringing steel! &lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Furious as a blaze! &lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Take wing, ye souls of war! &lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Prepare thyself! &lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Rejoice in the glory of combat! &lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Unyielding as the earth! &lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Thou hast bested me...&lt;br /&gt;
&lt;br /&gt;
====Post Duty Cutscene====&lt;br /&gt;
 &#039;&#039;&#039;Ravana:&#039;&#039;&#039; Thus doth the sacred rite of combat proclaim the victor...&lt;br /&gt;
 I lay my blades at thy feet, child of man...&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Oncheab</name></author>
	</entry>
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