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	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
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	<updated>2026-06-16T02:54:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Cloud_Deck_(Extreme)&amp;diff=281599</id>
		<title>The Cloud Deck (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Cloud_Deck_(Extreme)&amp;diff=281599"/>
		<updated>2021-04-17T20:27:02Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Cloud Deck}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The climactic midair confrontation with the [[Diamond Weapon]] is one you will not soon forget. Nevertheless, Garlond Ironworks has provided a means by which you can relive those memories, albeit in a highly exaggerated fashion. Though nothing more than a simulation, it will demand every onze of mettle you can muster to overcome this enhanced version of an already formidable foe.&lt;br /&gt;
| image = The Cloud Deck.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 510&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 25 Allegory + 15 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = ??????&lt;br /&gt;
| patch = 5.5&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing the [[Side_Quests#Chronicles_of_a_New_Era | Chronicles of a New Era]] quest [[??????]], speak with the [[Warmachina Fanatic]] in [[the Lochs]] (X:11.5 Y:22.5) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
The totem received upon completing this trial can be exchanged for rewards by speaking with [[C&#039;intana]] in [[Mor Dhona]] (X:22.7 Y:6.7).&lt;br /&gt;
*[[The Diamond Weapon Card]]&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Bastard Sword}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Battleaxe}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Guillotine}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Gunblade}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Partisan}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Blade}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Cleavers}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Longbow}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Pistol}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Rod}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Index}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Hanger}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Cane}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Codex}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Planisphere}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Scutum}}&lt;br /&gt;
{{Drops table row|Diamond Plating}}&lt;br /&gt;
{{Drops table row|Diamond Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of In the Arms of War}}&lt;br /&gt;
{{Drops table row|Diamond Totem|2}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice_(Extreme)&amp;diff=281598</id>
		<title>The Seat of Sacrifice (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice_(Extreme)&amp;diff=281598"/>
		<updated>2021-04-17T20:26:28Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Seat of Sacrifice}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Though history will paint them as villains, the [[Ascians]] were driven by a deep and abiding desire to which all men may relate, and the minstreling wanderer cannot help but spare a thought for [[Elidibus]], whose demise spelled the end of his people&#039;s hopes and dreams. Likening your struggle to that of love, the man weaves a bittersweet tale of passion undying─a tale witnessed by the shimmering spires of the [[Crystal Tower]], to be reflected and retold for generations to come.&lt;br /&gt;
| image = The Seat of Sacrifice (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 25 Allegory + 14 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.3&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing the quest [[Hope&#039;s Confluence]], speak to the [[Minstreling Wanderer]] in [[The Crystarium]] (X:7.6, Y:12.5) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===Positioning Tips===&lt;br /&gt;
*Assign clock positions to all players (tanks will be north and south, healers will be east and west, the dps will all have their own intercardinal positions).&lt;br /&gt;
* These general positions will be used throughout the entire encounter for various mechanics.&lt;br /&gt;
* Have the tanks and healers rotate clockwise to pair up with a dps at an intercardinal. These will be your partner pairs for shared mechanics that target specific groups of players or roles.&lt;br /&gt;
* Split the group into two - 1 tank, 1 healer, 2 dps per group.&lt;br /&gt;
&lt;br /&gt;
===Bonus Tip===&lt;br /&gt;
Do NOT DPS LB the boss while he has a LB stored or he will become invulnerable for a short time.&lt;br /&gt;
&lt;br /&gt;
===Encounter===&lt;br /&gt;
====Phase One====&lt;br /&gt;
* &#039;&#039;&#039;Terror Unleashed&#039;&#039;&#039; - All players&#039; HP to 1 + debuff, must be healed to full or they will die. The outer arena edge will also be brought in to make it smaller.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Boss will charge 1,2 or 3 LB bars. The amount of bars will determine the specific attack players will need to be ready for when he next casts Limit Break.&lt;br /&gt;
* &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039; - AoE circles will appear underneath all players, can be bated by all stacking on the boss, waiting for the AoE to drop and then moving. &lt;br /&gt;
* &#039;&#039;&#039;Absolute Stone III&#039;&#039;&#039; - 8-point cleave towards all players, move into assigned clock positions as to not overlap.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Solemn Confiteor is followed quite quickly by Absolute Stone III - so let the AoEs drop, then move to your clock positions so there is no overlapping.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (3)&#039;&#039;&#039; - Will call down 4 Radiant Meteors on all the tanks and healers or all the damage dealers, this attack deals massive damage and applies a fire-resist down debuff on players hit so each meteor needs to be sufficiently spaced apart or you will die. Using the partner pairs (made before start of fight) each pair should move to their respective corners as limit break is casting to spread the meteors out.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Saber x2&#039;&#039;&#039; - Adds elemental effect to weapon. Unlike normal mode (2 elements), extreme has 4 - stone (spread), holy (stack), fire (stop) and blizzard (move). Boss will cast stone first so be sure to spread. Then he will cast either fire or blizzard with NO markers unlike normal mode.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscance&#039;&#039;&#039; - AoE sword attack and two imbued element attacks. If you see swirls around the sword this means a donut AoE and you need to get in. If not, then get out as to not get hit with the point blank AoE. Be mindful of the two imbued elements - the first is always stone so be sure to be in clock positions, again if the second if fire then stop moving, if blizzard keep moving.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Will charge two bars.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039; - Will spawn three swords around edge of the platform. These will draw three triangles over the platforms and players will need to find the safe spot which will always be on one edge of the platform. To spot this look for a sword that has not drawn on the outer platform edge and move there.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Holy&#039;&#039;&#039; - (happens simultaneously with Sword of Light) Stack-up marker on a player that you will need to share the damage with in the safe spot above.&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (2)&#039;&#039;&#039; - Will target each healer with Radiant Desperado a shared line attack that deals high damage and a physical vulnerability up debuff on anyone hit. Split into two groups (decided at start of fight) to share the damage with each healer.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Will charge 1 bar.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Saber x2&#039;&#039;&#039; - second round is the opposite of the first round. So the first cast will be holy - which requires you to stack to share the damage. Second imbued saber will be fire or blizzard - whichever of the two you didn&#039;t have in the first round.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscance&#039;&#039;&#039; - AoE sword attack type is the other of what was used in round one. So if it was - in originally (for donus AoE), then it will be out (point blank AoE) the second time around. Remember to also stop or move as necessary.&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (1)&#039;&#039;&#039; - Will target one tank, one healer and one dps (completely random) for high damage - split into role positions to avoid overlap. Both tanks should stand on north side, damage dealers should stay south and healers can go east or west.&lt;br /&gt;
* &#039;&#039;&#039;The Bitter End&#039;&#039;&#039; - High damage tankbuster and physical vulnerability up debuff. (tank swap and cooldowns required).&lt;br /&gt;
* &#039;&#039;&#039;Summon Wyrm&#039;&#039;&#039; - Bahamut appears in the north - move to the opposite side, at the same time &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039; will be cast so players need to stack and wait for the circles to drop and then move to the safe side that Bahamut is not on. There will also be 1 player afflicted with a gaze attack (that afflicts players with damage down) - all players should stay in melee range of boss to continue attacking, while the gaze player moves to max melee range - this way players can continue attacking and not worry when the gaze attack goes off.&lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive&#039;&#039;&#039; - Will deal high raid-wide damage - shield and heal.&lt;br /&gt;
* &#039;&#039;&#039;Specter of Light&#039;&#039;&#039; - Both moves to the north and add phase begins - each specter add has specific abilities.&lt;br /&gt;
&lt;br /&gt;
====Phase Two====&lt;br /&gt;
* &#039;&#039;&#039;Spectral DRK + WAR&#039;&#039;&#039; - Will spawn in the east and west - each tank should pick one up and keep them apart as they will tether and buff each other. The adds will periodically cast a heavy hitting tankbuster that should be mitigated as necessary. They will also cast Berserk which should be interrupted and not be allowed to go off.&lt;br /&gt;
* &#039;&#039;&#039;Spectral BRD&#039;&#039;&#039; - Targets all damage dealers with flare markers. Move to assigned corners to minimize damage.&lt;br /&gt;
* &#039;&#039;&#039;Spectral WHM/BLM&#039;&#039;&#039; - Will spawn two meteor towers in the east and west which must be soaked by two players each.&lt;br /&gt;
* &#039;&#039;&#039;Spectral NIN&#039;&#039;&#039; - Targets each healer with a stack-up marker. Must be shared with 1 other player to survive.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;To handle the combo once the flare markers go off on all the damage dealers, we have the melee stand in the meteor towers with tank while the ranged run to their healer partner to share the damage.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spectral SMN&#039;&#039;&#039; - Summons 4 Bahamut-egi in each of the corners that tether to 4 random players. They will eventually through out massive breath attacks in the direction of the tethered player. As soon as the meteor tower and healer stacks are soaked we assign each healer and ranged player to a Bahamut tether and have them turn their Bahamut towards their corner to excess overlap.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;There is alot of damage going out to healers should be ready to shield and heal where necessary.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limit Break&#039;&#039;&#039; - Adds must be destroyed before gauge reaches 100. Destroying the adds will grant a full LB3 (which you need for the next boss cast).&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Crossover&#039;&#039;&#039; - Boss will cast LB4 - must use tank LB3, shields and heals to mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
====Phase Three====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;This phase varies and has no set rotation as the mini-phases depend on which specters of light are called by the boss. &lt;br /&gt;
&amp;lt;br&amp;gt;Specters of light appear in strict combos. &lt;br /&gt;
&amp;lt;br&amp;gt;Each mini-phase has specific mechanics. &lt;br /&gt;
&amp;lt;br&amp;gt;Players will be dealing with the mechanics they learned in the first phase but with increasingly difficult overlap. &lt;br /&gt;
&amp;lt;br&amp;gt;Imbued Sabers and To The Limits will occur in between the mini-phases - remember what the spell was for later!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Imbuement/LB charge &amp;gt; Specter mini-phase &amp;gt; Imbuement/LB resolution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells during the mini-phases are slightly different:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quintuplecast&#039;&#039;&#039; - One new spell to watch out for - five telegraphs are displayed in succession. Players must remember and position for these attacks. Combo will be random but players should expect a combination of stack, spread, stop, move, gaze.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039; - Patters are formed MUCH FASTER! Find safe spot and move immediately. &lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive, Summon Wyrm and tankbusters&#039;&#039;&#039; will also go off during these mini-phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja -&#039;&#039;&#039; &lt;br /&gt;
* Stack on boss to bait the Solemn Confiteor circles.&lt;br /&gt;
* As soon as the circles appear, players should move to their intercardinal positions.&lt;br /&gt;
* When the Solemn Confiteor circles explode players should use their knockback immunity to withstand the Ninja&#039;s water spout cast.&lt;br /&gt;
* Absolute Holy will also be cast (during the knockback) but as the players are already partnered and split up this should not require any movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Mage &amp;amp; Black Mage -&#039;&#039;&#039; &lt;br /&gt;
* Eight meteor towers spawn in sucession. &lt;br /&gt;
* To handle in an organised manner - use HTMR (Healers, Tanks, Melee, Ranged) and rotate twice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Knight &amp;amp; Bard -&#039;&#039;&#039; &lt;br /&gt;
* Stack on boss to bait the Solemn Confiteor circles.&lt;br /&gt;
* Damage dealers will also have circle markers and should run to the edge of their assigned corner to drop them. They will grow over time and should they touch it will cause a large explosion and you will likely die.&lt;br /&gt;
* While the &amp;quot;domes&amp;quot; in the corners grow - Absolute Holy is cast on players who should stack together, also 1 tank, 1 healer and 1 damage dealer are marked with flare markers and should spread out to the edge to spread the damage dealt - following the rules from phase one - tank will run north, damage dealer to the south and healer to the east or west.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoner &amp;amp; Warrior -&#039;&#039;&#039;&lt;br /&gt;
* 4 x Bahamut tethers will appear in each corner tethered to 4 random players.&lt;br /&gt;
* At the same time 4 players will be marked with Perfect Decimation markers before blasting a 4-point cleave in their direction.&lt;br /&gt;
* All of these mechanics go off at the same time - as you don&#039;t know who will get the tether. You should move into your pairs and space out. Whomever of the pair doesn&#039;t get the orange marker should take the tether.&lt;br /&gt;
* Solemn Confiteor circles will also drop before the attack goes off and you should be sure not to box yourself in or drop in a tricky position.&lt;br /&gt;
* This will be repeated but players will swap duties. Meet at Bahamut to easily swap the tether before positioning correctly.&lt;br /&gt;
&lt;br /&gt;
====Enrage====&lt;br /&gt;
* All four specter combos must be concluded before enrage. Remember that the order of combos is random!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
Purchased from [[Fathard]] in [[Eulmore]] (x10.1,y11.7) for 10 [[Totem of Light]].&lt;br /&gt;
*[[Gwiber of Light]]&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sword of Light}}&lt;br /&gt;
{{Drops table row|Axe of Light}}&lt;br /&gt;
{{Drops table row|Faussar of Light}}&lt;br /&gt;
{{Drops table row|Gunblade of Light}}&lt;br /&gt;
{{Drops table row|Spear of Light}}&lt;br /&gt;
{{Drops table row|Jamadhars of Light}}&lt;br /&gt;
{{Drops table row|Blade of Light}}&lt;br /&gt;
{{Drops table row|Knives of Light}}&lt;br /&gt;
{{Drops table row|Bow of Light}}&lt;br /&gt;
{{Drops table row|Gun of Light}}&lt;br /&gt;
{{Drops table row|Chakrams of Light}}&lt;br /&gt;
{{Drops table row|Rod of Light}}&lt;br /&gt;
{{Drops table row|Index of Light}}&lt;br /&gt;
{{Drops table row|Hanger of Light}}&lt;br /&gt;
{{Drops table row|Cane of Light}}&lt;br /&gt;
{{Drops table row|Codex of Light}}&lt;br /&gt;
{{Drops table row|Globe of Light}}&lt;br /&gt;
{{Drops table row|Shield of Light}}&lt;br /&gt;
{{Drops table row|Plate of Light}}&lt;br /&gt;
{{Drops table row|Gwiber of Light Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of To the Edge}}&lt;br /&gt;
{{Drops table row|Shadowbringers Warrior of Light Card}}&lt;br /&gt;
{{Drops table row|Totem of Light}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Memoria_Misera_(Extreme)&amp;diff=281597</id>
		<title>Memoria Misera (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Memoria_Misera_(Extreme)&amp;diff=281597"/>
		<updated>2021-04-17T20:25:54Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Emperor was said to be a cruel man, ruling [[Garlemald]] with an iron fist. But he was no less cruel when still known as [[High Legatus Varis yae Galvus]], commander of armies. Few are the men who would dare recall the dark days of his military career, and yet reliving such memories was the key to [[Bozja]]&#039;s liberation. As you recount your harrowing journey into the past to the wandering dramaturge, a wan smile plays across his face─inspiration strikes. He quickly sets quill to paper and prepares to immortalize your deeds in words─an otherworldly tale of adventure that would leave even the boldest men aquiver with fear, and the Warrior of Light perhaps aghast at the embellishments to this climactic encounter.&lt;br /&gt;
| image = Memoria Misera (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 allegory + 10 revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.25&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing the quest [[The Bozja Incident]], speak to the [[Wandering Dramaturge]] in [[Gangos]] (X:6.8, Y:5.2) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==Varis yae Galvus - Phases &amp;amp; Abilities==&lt;br /&gt;
&lt;br /&gt;
Your battle against Varis yae Galvus takes place within a square-shaped arena with a noticeable greyish-white hue around the outer edges. Should any player touch these glowing walls for any reason, they will suffer various detrimental effects via &#039;&#039;&#039;Confines Of Memory&#039;&#039;&#039; (see below). Throughout the encounter, players will also need to pay attention to the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) which will appear when Varis casts specific &#039;&#039;&#039;Gunshield&#039;&#039;&#039; abilities. However, &#039;&#039;&#039;Gunshield&#039;&#039;&#039; abilities will not be executed until the gauge has been fully charged.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all abilities used by Varis yae Galvus during the encounter, followed by a mechanical timeline so you&#039;ll know what to expect (and when), starting with the &#039;&#039;&#039;Gunshield&#039;&#039;&#039; abilities.&lt;br /&gt;
&lt;br /&gt;
===Outer Wall &amp;amp; Gunshield Abilities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Confines Of Memory&#039;&#039;&#039; - affects any player who touches the outer edge of the arena. Once touched, the affected player(s) will be encased in a glowing rock prison, rendering them completely unable to act. Whilst locked down, players will also suffer heavy damage-over-time. Fellow raid members can save trapped teammates by destroying the prison as soon as possible (which doesn&#039;t have a lot of health).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Charged) Loaded Gunshield&#039;&#039;&#039; - executed once the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) reaches maximum. Once charged, all members of the raid will suffer moderate damage and unleash a medium-sized circle AoE at their current locations. As a result, all members of the raid should spread out before the &#039;&#039;&#039;Charge&#039;&#039;&#039; reaches maximum to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Charged) Reinforced Gunshield&#039;&#039;&#039; - executed once the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) reaches maximum. Once charged, Varis will deploy two shields on opposite sides of himself (such as front &amp;amp; rear, or to his sides). Once deployed, any player who inflicts damage upon a shielded side of the boss will receive a hefty knockback and debuffs. Before &#039;&#039;&#039;Reinforced Gunshield&#039;&#039;&#039; has been executed, players should cease damage give themselves enough time to recognize which sides of the boss will be shielded, then resume damage on the unshielded sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Charged) Electrified Gunshield&#039;&#039;&#039; - executed once the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) reaches maximum. Once fully charged, all players will be knocked back from Varis&#039; current location. To avoid being punted into the outer walls, players can utilize &#039;&#039;knockback immunity cooldowns&#039;&#039; or simply position themselves in the centre of the arena.&lt;br /&gt;
&lt;br /&gt;
Gunshield abilities are typically used as phase-openers or mini-phases, forcing players to react to a combination of other mechanics while waiting for the duty gauge to reach maximum before the Gunshield itself goes off.&lt;br /&gt;
&lt;br /&gt;
==Phase 1: Abilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altius&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and causes all players to leave an x-shaped marker at their current locations (facing in the direction that players were facing at the time). &#039;&#039;&#039;Altius&#039;&#039;&#039; is always followed closely by &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terminus Est&#039;&#039;&#039; - causes all x-shaped markers (spawned via &#039;&#039;&#039;Altius&#039;&#039;&#039;) to shoot large straight-line AoE&#039;s across the arena in the direction the markers are facing. Seeing as the x-shaped markers are dependant on player positioning and look-direction, the raid can bait the straight-line AoE&#039;s so that they shoot in an overlapped fashion, giving the raid plenty of space to avoid them. The most common method is to have the entire raid (except the main tank) stand behind Varis, facing the main tank, who will be in front of Varis and facing the raid. After &#039;&#039;&#039;Altius&#039;&#039;&#039; has been cast and the markers have been placed, the entire group can rotate to Varis&#039; sides while the straight-line AoE&#039;s shoot towards each-other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - causes Varis to unleash four consecutive 180-degree cone attacks in the direction he is facing, followed by one final (delayed) attack directly behind himself. All attacks from &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; can cover the entire arena, thus the only way to avoid being sliced is to stand directly behind Varis during the first four swipes, then re-position in front of him before the final backward slash. Bear in mind - the first &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; (x-markers) will not resolve until after &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; has concluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Citius&#039;&#039;&#039; - a large, shareable, forward-cleaving tank-buster against Varis&#039; main target. The main tank can utilize immunity cooldowns to absorb the cleave individually, or stack with the off-tank to share the damage. Meanwhile, all non-tanks should avoid standing in front of Varis during &#039;&#039;&#039;Citius&#039;&#039;&#039; as they will suffer tremendous (typically fatal) damage if cleaved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - causes Varis to turn towards a random non-tank player and aim a short-ranged telegraph in their direction. After a brief delay, Varis will shoot a large straight-line AoE in the direction of the telegraph whilst simultaneously unleashing a moderate point-blank AoE at his current location. Players can bait &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; by stacking together so that once a player has been targeted, the entire raid can move away from the boss and out of the direction of the telegraph to avoid the point-blank AoE and straight-line AoE. Assuming Varis is in the centre of the arena at the time, players can use the pattern on the arena floor as a visual indicator of how big the circle AoE will be. Bear in mind that the first &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; will conclude at the exact same time as &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - places a stack-marker on both healers that will need to be shared, preferably by splitting the raid into even halves (3 per healer). After a brief delay, each healer will be blasted by moderate-sized AoE circles, thus it is wise to have each healer stand a safe distance away from the other. Bear in mind that the first &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; concludes at the same time as &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, thus the raid will need to split in half (with one healer per half) and soak &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; (stack markers) while avoiding the point-blank AoE and the straight-line AoE from &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; at the exact same time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - practically identical to &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; (see above), except Varis will utilize a donut AoE instead of a point-blank AoE (as well as the aimed straight-line AoE in the direction of a random player). Just like &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, the straight-line AoE can be baited by the raid, and the pattern on the arena floor is a good visual indicator of how large the safe-spot for the donut AoE will be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vivere Militare Est&#039;&#039;&#039; - begins a small cutscene of Varis leaping out of the arena and shooting two x-shaped pulses from his gunblade towards the raid. Once the animation has ended, each tank will need to click on one of two markers near the centre of the arena to &#039;catch&#039; a pulse each, locking them within an &#039;&#039;active time manoeuvre&#039;&#039;. Once caught, tanks will need to mash buttons whilst the rest of the group destroys each pulse. Healers beware - both tanks will be taking bleed damage for the duration of the event and the entire raid will also be suffering frequent pulses of unavoidable damage. &#039;&#039;&#039;Vivere Militare Est&#039;&#039;&#039; is essentially a phase-ending DPS check. If the pulses have not been destroyed before Varis reaches maximum charge, the entire raid will be slain. If the pulses are successfully destroyed, the battle transitions into the second phase.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Abilities==&lt;br /&gt;
&lt;br /&gt;
Varis returns to the platform and begins to cycle between three &#039;&#039;&#039;Gunshield&#039;&#039;&#039; mini-phases in random order. Each mini-phase is comprised of various previously used mechanics in combination (with some added dangers). Below are all possible phases, though as mentioned, the order they appear in will be entirely random, so watch out!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Electrified Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Varis will summon &#039;&#039;&#039;reinforcements&#039;&#039;&#039; in the form of five magitek turrets - two untargetable and three targetable. The three targetable turrets will begin to shoot straight-line AoE&#039;s in the direction of random players until destroyed. Meanwhile, the two untargetable turrets will tether themselves to random players and blast them for a large amount of damage. Each tether can be taken by (or given to) other players, thus they should be intercepted by each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
After the turrets have been summoned, players will also notice clones of Varis carving multiple x-shaped markers at the northern edge of the arena. Just like the x-shaped markers from &#039;&#039;&#039;Altius / Terminus Est&#039;&#039;&#039;, each one will fire straight-line AoE&#039;s across the arena. However, there will always be an obvious &#039;&#039;&#039;safe lane&#039;&#039;&#039; for the raid to utilize.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) will be filling up throughout the mini-phase. Once fully charged, Varis will unleash an unavoidable knock-back against the entire raid, followed by &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks in the direction Varis is facing, then one final (delayed) attack directly behind himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary, the group will need to quickly destroy targetable turrets as soon as possible. Meanwhile, both tanks will need to grab tethers from the two un-targetable turrets. Soon after, the entire raid will need to identify the &#039;&#039;safe lane&#039;&#039; provided by x-shaped markers to the north, then position themselves (or use &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039;) to avoid being pushed into the outer walls of the arena. Lastly, the entire raid will need to stand behind Varis to avoid the four 180-degree slashes, then move in front of him to avoid the final backward slash. Once all &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; slashes have concluded, the mini-phase ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Loaded Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Varis will target a random player with &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, which is handled in the exact same manner as it was in the first phase. However, multiple clones of Varis will also spawn at the northern side of the arena - each one creating a &#039;&#039;&#039;Altius / Terminus Est&#039;&#039;&#039; x-shaped marker that will eventually shoot straight-line AoE&#039;s across the platform. There will always be an obvious &#039;&#039;&#039;safe lane&#039;&#039;&#039; for the raid to utilize, though bear in mind - everyone should avoid moving to the safe lane until &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; (telegraphed straight-line AoE + point-blank AoE from Varis) has concluded.&lt;br /&gt;
&lt;br /&gt;
As soon as the straight-line + point-blank AoE&#039;s have detonated, &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; will create a stack-marker on each healer, just like in the first phase. The raid will need to split in half and stack with their respective healer to soak the upcoming damage (within the safe-lane). As such, one healer should move to the north of the safe lane (with three other players) while the other healer moves to the south (with the remaining three players) so that the stack-markers do not cause any overlap.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; has concluded and the clones have fired their straight-line AoE&#039;s, Varis will unleash &#039;&#039;&#039;Citius&#039;&#039;&#039; - the forward cleaving tank-buster. Tanks will need to decide whether to soak &#039;&#039;&#039;Citius&#039;&#039;&#039; individually using an immunity cooldown, or stack together to share the damage. Meanwhile, all non-tanks should position themselves behind Varis to avoid being cleaved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary, the raid can bait the initial &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; just like they did in the first phase. Once the telegraph appears, clones will be summoned to the north, giving the raid enough time to identify the safe-lane (wherever a clone is missing). After dodging the straight-line AoE and circle-AoE from &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, players can start moving towards the safe-line, dividing into two groups, each stacked with a healer to absorb the upcoming &#039;&#039;&#039;Festina Lente&#039;&#039;&#039;. Once the stack-markers explode, all players (except the tanks) should move behind Varis to avoid his cleaving tank-buster, while the tanks decide whether to soak it as a duo or utilize an immunity cooldown to soak it individually. Once &#039;&#039;&#039;Citius&#039;&#039;&#039; has concluded, the mini-phase ends&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Reinforced Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Varis begins the mini-phase by casting an &#039;&#039;&#039;Altius&#039;&#039;&#039; + &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; combo that is handled in the exact same manner as the first phase. As a quick refresher: &#039;&#039;&#039;Altius&#039;&#039;&#039; inflicts unavoidable raid-wide damage and causes all players to leave an x-shaped marker at their current locations (facing in the direction that players were facing at the time). Shortly afterwards, &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; causes all x-shaped markers to shoot straight-line AoE&#039;s in the direction they are facing. As such, players can easily bait markers into shooting towards each-other, leaving plenty of space for the raid to rotate around Varis into safe areas.&lt;br /&gt;
&lt;br /&gt;
After the initial combo has concluded, Varis will create two shields (either to the front &amp;amp; rear or to his sides), forcing the raid to avoid damaging the shielded sides. Simultaneously, Varis will use &#039;&#039;&#039;Ventus&#039;&#039;&#039; - creating a donut AoE that will cleave any player who is not standing in the centre of the arena.&lt;br /&gt;
&lt;br /&gt;
As soon as &#039;&#039;&#039;Ventus&#039;&#039;&#039; (donut AoE) has concluded, Varis will unleash &#039;&#039;&#039;Citius&#039;&#039;&#039; - the forward cleaving tank-buster. As usual, everyone except the two tanks should make sure that they are not standing in-front of Varis at this time. It is up to the tanks how they wish to handle &#039;&#039;&#039;Citius&#039;&#039;&#039; - either by stacking together to soak the damage or having one tank soak it themselves via an immunity cooldown. Once &#039;&#039;&#039;Citius&#039;&#039;&#039; has concluded, the mini-phase ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary, the raid can bait the &#039;&#039;&#039;Altius + Terminus Est&#039;&#039;&#039; opener by having the entire raid (except the main tank) stand behind Varis, facing the main tank, who will be in front of Varis and facing the raid. After &#039;&#039;&#039;Altius&#039;&#039;&#039; has been cast and the markers have been placed, the entire group can rotate to Varis&#039; sides while the straight-line AoE&#039;s harmlessly shoot towards each-other. However, don&#039;t forget to remain in the centre of the arena to avoid being cleaved by &#039;&#039;&#039;Ventus&#039;&#039;&#039; (donut AoE)!&lt;br /&gt;
&lt;br /&gt;
After all AoE&#039;s have been fired, all non-tanks should move behind Varis to avoid the cleaving tank-buster, while the tanks decide whether to soak it as a duo or utilize an immunity cooldown to soak it individually. Once &#039;&#039;&#039;Citius&#039;&#039;&#039; has concluded, the mini-phase ends&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As soon as Varis has cycled through all three &#039;&#039;&#039;Gunshield&#039;&#039;&#039; phases, he will leap to the north of the arena and begin to hard-cast &#039;&#039;&#039;Altius&#039;&#039;&#039; (initiating a DPS check). While doing so, Varis will be protected by a destroyable shield. As soon as the shield has been summoned, it will utilize &#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; and &#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; in random order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; - bombards the raid with a massive blast of shareable damage - the brunt of which will be focused on those closest to the shield. The entire raid will need to stack together in order to survive the damage, preferably behind both tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; - shoots straight-line cleaves towards all members of the raid simultaneously, inflicting heavy damage and debuffs. The entire raid will need to spread out in a semi-circle as quickly as possible so that their individual cleave doesn&#039;t overlap other players (which will likely be fatal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Remember:&#039;&#039;&#039; the order of these two mechanics is entirely random. Depending on which is cast first, the raid will need to stack together (then quickly spread out), or vice versa, whilst maintaining uptime on the &#039;&#039;&#039;Magitek Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Abilities==&lt;br /&gt;
&lt;br /&gt;
After destroying the Magitek Shield, Varis will leap to the centre of the arena and immediately cast &#039;&#039;&#039;Loaded Gunshield&#039;&#039;&#039;, which will not detonate until the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) has reached maximum. Once cast, the final phase of the battle begins with another rotation of mini-phases - this time in a set order.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Loaded Gunshield #2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fortius&#039;&#039;&#039; - causes Varis to slash at the raid via four cleaves -- the first of which is unavoidable and causes all players to drop a persistent puddle at their locations. The remaining three cleaves will be done in the same pattern as the previous, except now, they will rotate clockwise or counterclockwise. While initially being cast, players will notice a rotation-marker on Varis himself, indicating which direction the cleaves will rotate after the initial hit.&lt;br /&gt;
&lt;br /&gt;
Due to the initial &#039;aimed&#039; component (and the upcoming &#039;&#039;&#039;Loaded Gunshield&#039;&#039;&#039;), all players should spread out to pre-assigned cardinal and inter-cardinal locations around Varis (at the far edges of the arena). This allows the raid to drop their puddles out of harm&#039;s way and also causes the initial cleave to form a predictable star-shaped pattern. Once the first unavoidable cleave has been unleashed, Varis will repeatedly cleave the previous pattern in a clockwise or counter-clockwise motion. By standing still, the raid will automatically dodge the second cleave, and can simply side-step the following two cleaves.&lt;br /&gt;
&lt;br /&gt;
Once all four cleaves have resolved, the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) will reach maximum, unleashing &#039;&#039;&#039;Loaded Gunshield&#039;&#039;&#039;. Thanks to already being at pre-assigned cardinal and inter-cardinal positions, all members of the raid will safely detonate their circle AoE&#039;s away from one another. Having avoided all cleaves, Varis will utilize &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; once more, creating a stack-marker on each healer just like in the first phase. The raid will need to split in half and stack with their respective healer to soak the upcoming damage much like they did for all previous casts of &#039;&#039;&#039;Festina Lente&#039;&#039;&#039;. Once concluded, Varis will unleash another &#039;&#039;&#039;Citius&#039;&#039;&#039; - the forward cleaving tank-buster. Tanks will need to decide whether to soak &#039;&#039;&#039;Citius&#039;&#039;&#039; individually using an immunity cooldown, or stack together to share the damage. Meanwhile, all non-tanks should position themselves behind Varis to avoid being cleaved.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Electrified Gunshield #2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Causes Varis to unleash another round of &#039;&#039;&#039;Fortius&#039;&#039;&#039; (see above), except this time, clones of Varis will also form at the northern edge of the arena, creating x-shaped markers that will eventually shoot across the platform (except for one &#039;safe lane&#039;). Thankfully, the x-shaped markers will not fire until &#039;&#039;&#039;Fortius&#039;&#039;&#039; has resolved. However, once &#039;&#039;&#039;Fortius&#039;&#039;&#039; has concluded, the &#039;&#039;&#039;Electrified Gunshield&#039;&#039;&#039; duty gauge will hit maximum, inflicting a raid-wide knockback from Varis himself.&lt;br /&gt;
&lt;br /&gt;
Players can either move to the &#039;safe lane&#039; once &#039;&#039;&#039;Fortius&#039;&#039;&#039; has concluded and utilize &#039;&#039;knockback immunities&#039;&#039;, or position themselves so that the knockback from Varis will push them into the safe lane. Don&#039;t forget -- the initial cleave from &#039;&#039;&#039;Fortius&#039;&#039;&#039; requires players to leave persistent puddles within the arena, and being knocked into the outer-wall will inflict &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, which may make &#039;aimed knockback&#039; problematic. As such, it is infinitely easier to keep your &#039;&#039;knockback immunity cooldowns&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From here, Varis will initiate waves of previously witnessed mechanics one after another (or sometimes in tandem), but nothing you haven&#039;t seen before. The order of these abilities will be described in the &#039;&#039;&#039;mechanical timeline&#039;&#039;&#039; below.&lt;br /&gt;
&lt;br /&gt;
Should Varis survive long enough, he will utilize an enraged version of &#039;&#039;&#039;Altius&#039;&#039;&#039; after a final round of &#039;&#039;&#039;Fortius&#039;&#039;&#039; (rotational cleaves), which will wipe the raid if Varis isn&#039;t slain in time.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Timeline: Phase One==&lt;br /&gt;
&lt;br /&gt;
Now that each mechanic and mini-phase has been explained, here&#039;s a run-down of the mechanical timeline so you can see which abilities are used in which order.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, causing all players to leave x-shaped markers at their locations (facing in the direction that players were facing at the time).&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; - all x-shaped markers simultaneously fire straight-line AoE&#039;s in the direction they are facing.&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charging)&#039;&#039;&#039; - knockback - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, creating another wave of x-shaped markers.&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis. Resolves at the same time as the x-shaped markers from &#039;&#039;&#039;Altius&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charged)&#039;&#039;&#039; - inflicts knockback from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gunshield (Charging)&#039;&#039;&#039; - 2x direction-based shields - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gunshield (Charged)&#039;&#039;&#039; - direction-based shields spawn at either the front &amp;amp; rear (or sides) of Varis for 3-4 seconds, inflicting damage, knockback and debuffs against anyone who hits the shielded side of Varis.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charging)&#039;&#039;&#039; - circle AoE&#039;s on all raid members - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - same as &#039;&#039;&#039;Ignist Est&#039;&#039;&#039;, except the point-blank AoE from Varis is replaced by a donut AoE.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE. Make sure you are not stacked with other players once the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Vivere Militare Est&#039;&#039;&#039; - minor cutscene of Varis shooting two pulses at the raid, leading to a DPS check. Each tank will need to click an object to &#039;block&#039; a pulse, locking them into an &#039;&#039;&#039;Active Time Manoeuvre&#039;&#039;&#039; until the rest of the raid destroys both pulses. Raid wipes if pulses aren&#039;t destroyed in time.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Timeline: Phase Two==&lt;br /&gt;
&lt;br /&gt;
Varis will cycle between three different &#039;&#039;&#039;Gunshield Mini-Phases&#039;&#039;&#039; in random order.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If -- (Mini-Phase) - Electrified Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - spawns five turrets - two untargetable and three targetable. Targetable turrets unleash straight-line AoE&#039;s at random players until they are destroyed. Untargetable turrets will tether to a random player and blast them for high damage. Tethers should be picked up by tanks.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charged)&#039;&#039;&#039; - inflicts knockback from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If (Mini-Phase) - Loaded Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half whilst inside the &#039;safe lane&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If (Mini-Phase) - Reinforced Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, causing all players to leave x-shaped markers at their locations.&lt;br /&gt;
* &#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - same as &#039;&#039;&#039;Ignist Est&#039;&#039;&#039;, except the point-blank AoE from Varis is replaced by a donut AoE.&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gunshield (Charged)&#039;&#039;&#039; - direction-based shields spawn at either the front &amp;amp; rear (or sides) of Varis for 3-4 seconds. &#039;&#039;Ventus&#039;&#039;&#039; donut AoE will conclude whilst the shields are active.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After all three &#039;&#039;&#039;Gunshield&#039;&#039;&#039; phases have concluded, another mini-phase takes place.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DPS CHECK&#039;&#039;&#039; - Varis is protected by a destroyable shield whilst long-casting a raid-wipe &#039;&#039;&#039;Altius&#039;&#039;&#039;. The shield must be destroyed beforehand. Said shield will use &#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; and &#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; in a random order.&lt;br /&gt;
* &#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; - shield fires a straight-line cleave towards all players simultaneously. Raid must spread out to avoid overlap.&lt;br /&gt;
* &#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; - fires a shareable straight-line AoE that must be soaked. Raid should stand behind the tanks while doing so due to proximity-based component.&lt;br /&gt;
&lt;br /&gt;
Assuming the shield is destroyed in time, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Timeline: Phase Three==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charging)&#039;&#039;&#039; - circle AoE&#039;s on all raid members - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Fortius&#039;&#039;&#039; - shoots straight-line AoE&#039;s at all players simultaneously in an unavoidable (aimable) fashion and causes all players to drop puddles at their location. After the first cleave, the remaining three cleaves will be done in the same pattern as before, rotating clockwise or counter-clockwise).&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charging)&#039;&#039;&#039; - knockback - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present. Will not resolve until after the next two mechanics.&lt;br /&gt;
* &#039;&#039;&#039;Fortius&#039;&#039;&#039; - the quad, rotating, puddle-creating cleaves from earlier.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charged)&#039;&#039;&#039; - inflicts knockback from Varis, followed by the &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; firing across the arena.&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, causing all players to leave x-shaped markers at their locations.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half within the &#039;safe lane&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; + &#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him, along with a donut AoE at Varis location. &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; resolves at the exact same time.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - vicious, cleaving, soakable tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis. Will not resolve until &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; (below).&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him.&lt;br /&gt;
* &#039;&#039;&#039;ENRAGE - Altius Long-Cast&#039;&#039;&#039; - Varis must be slain before this goes off or the raid will wipe.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charging)&#039;&#039;&#039; - circle AoE&#039;s on all raid members - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Fortius&#039;&#039;&#039; - shoots straight-line AoE&#039;s at all players simultaneously in an unavoidable (aimable) fashion and causes all players to drop puddles at their location. After the first cleave, the remaining three cleaves will be done in the same pattern as before, rotating clockwise or counter-clockwise).&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE.&lt;br /&gt;
* &#039;&#039;&#039;ENRAGE - Altius&#039;&#039;&#039; - detonates, wiping the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Varis yae Galvus Card]]&lt;br /&gt;
===Armor===&lt;br /&gt;
{{:Idealized Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=281595</id>
		<title>Cinder Drift (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=281595"/>
		<updated>2021-04-17T20:24:46Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Cinder Drift}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Garlond Ironworks attracts a fair number of mechanically-minded lunatics, and even goes so far as to offer some of them employment. One in particular has taken it upon himself to craft likenesses of [[Garlean]] warmachina, including that of the recently defeated Ruby Weapon. A restored [[Allagan]] device uses it as a basis to project images of a foe far more ferocious than the one you had previously laid low, and your mind is filled with visions of what might have been.&lt;br /&gt;
| image = Cinder Drift (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 25 Allegory + 13 Revelation&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Ruby Doomsday&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing the quest [[Ruby Doomsday]], speak to the [[Warmachina Fanatic]] in [[The Lochs]] (X:11.5 Y:22.5) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==(Phase 1) Ruby Weapon&#039;s Abilities==&lt;br /&gt;
&lt;br /&gt;
Your showdown with the &#039;&#039;&#039;Mark III Anti-Eikon Warmachina&#039;&#039;&#039; - otherwise known as The Ruby Weapon, an iconic boss from Final Fantasy VII - takes place within in a circular arena containing no death-walls or fatal drops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - unleashes unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; - spawns several mechanical adds around the edges of the platform. The adds are reminiscent of the &#039;bits&#039; summoned during previous fights with the Ultima weapon - flying gadgets that will continuously shoot straight-line AoE&#039;s at random players that must be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground whilst hovering in the air, indicating the arrival of a mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Helioclaw&#039;&#039;&#039; - one of two abilities used during &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes three AoE circles to form beneath Ruby Weapon, as well as a tri-lined &amp;quot;fan&amp;quot; pattern on the ground. Just like normal mode, the AoE circles beneath Ruby Weapon will eventually explode while travelling in the direction of the pattern shown on the floor, except this time, there will be two rounds of &#039;&#039;&#039;Helioclaw&#039;&#039;&#039; back-to-back. However, players will also have to contend with &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; which will still be actively shooting straight-line AoE&#039;s at random players. To avoid, players should quickly recognize where the (very small) safe spots are located during each round of &#039;&#039;&#039;Helioclaw&#039;&#039;&#039;, but before standing in a safe-spot, bait the &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; into shooting somewhere else. If players move to a safe-spot without baiting the bits, they risk being shot for major damage by the bits, or take massive damage from &#039;&#039;&#039;Helioclaw&#039;&#039;&#039; if choosing to dodge the bits into an unsafe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stamp&#039;&#039;&#039; - causes Ruby Weapon to stomp on its primary target with a vicious tank-buster. Unlike normal mode, &#039;&#039;&#039;Stamp&#039;&#039;&#039; will also inflict a &#039;&#039;&#039;Blunt Vulnerability&#039;&#039;&#039; debuff, essentially boosting Ruby Weapon&#039;s damage against that target for a hefty duration. As a result, tanks will need to swap after each &#039;&#039;&#039;Stamp&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground once again, indicating the arrival of another mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; - forms eight cracks in the floor which begin travelling in cardinal and inter-cardinal directions, alternating between long and short distances, with long cracks reaching the outer edge of the arena, and short cracks stopping beyond halfway to the edges. Eventually, an AoE circle will also spawn directly under Ruby Weapon, exploding for massive damage against anyone standing within its hit-box. Simultaneously, AoE circles will also explode at the end of all eight cracks that were formed (with no visual telegraph), forcing participants to figure out safe-spots for themselves. A good rule-of-thumb is to stand at the edge of Ruby Weapon&#039;s hit-box, directly on top of a long crack on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once the explosions have detonated, Ruby Weapon will cast one of two possible abilities: &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039;&#039;&#039;. Bear in mind that the ability will be entirely random and will always overlap with another mechanic, &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*If Ruby Weapon casts &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; - this causes the entire arena (except for the cracks formed by &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;) to degrade into swirling quick-sand that slowly pulls all players into the ground. To avoid being dragged to an early grave, players must stand on the cracks.&lt;br /&gt;
&lt;br /&gt;
*If Ruby Weapon casts &#039;&#039;&#039;Undermine&#039;&#039;&#039; - this causes all cracks to explode after a brief delay, indicated by a glowing red telegraph surrounding all crack-lines. To avoid, players must move away from the cracks or stand between them.&lt;br /&gt;
&lt;br /&gt;
*Regardless of which ability is chosen, all players will also have to contend with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;, marking all raid members with a large circular AoE mark. Whilst &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; is underway, all marked players will periodically drop up to three mines on the ground (the same size as the &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; marker itself), and each drop of a mine will also inflict a stacking &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; debuff. Due to &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; reducing the amount of safe areas in the arena, as well as the stacking &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; against all players, the entire raid must co-ordinate themselves so that their three mines are dropped in a manner that allows everyone to avoid the other mechanics safely. Should any player walk into a mine (no matter who it belonged to), the mine will explode and likely result in a gruesome death.&lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; is underway, the only available safe-spots are on top of &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; cracks. As a result, players should each be assigned a crack to stand on and use these to slowly drop each of their three &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;&#039;s along said crack. If done correctly, all players will finish dropping their spheres whilst standing close to (or inside) Ruby Weapon&#039;s hit-box, with enough space for everyone to get there without colliding with a mine. &lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;Undermine&#039;&#039;&#039; is underway, all cracks are completely unsafe, meaning that the only available safe-spots are in-between cracks or at the outer edges of the arena. Due to the size of &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; mines, the raid should divide into even groups and utilize the safe-spots to drop their mines safely. If a safe-spot is too crowded, players may collide with mines or risk being slain by the exploding cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Assigning each player to cardinal or inter-cardinal locations before the battle is a great way of ensuring that everyone has a safe-spot (crack) during &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; and/or can divide easily into safe spots during &#039;&#039;&#039;Undermine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; + &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; / &#039;&#039;&#039;Undermine&#039;&#039;&#039; has concluded, Ruby Weapon will retract its claws and the fight resumes as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; - causes Ruby Weapon to face a random player and charge up a massive straight-line AoE that will slaughter anyone standing in its path. As the name implies, &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; is indicated by a swelling of red energy. Once you see Ruby Weapon charging up, move behind it as soon as possible. As soon as &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; has concluded, the raid will be bombarded with another cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground yet again, except this time, &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will be cast immediately, turning the outer edges of the arena into quicksand, indicated by multiple circle markers on the ground. To avoid being sucked under the earth, all participants must stand in the centre of the arena - the only part of the arena that is safe to stand on during this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039; - causes Ruby Weapon to leap to the outer edge of the battlefield and begin charging up. After a delay, Ruby Weapon will repeatedly dash across the arena in different directions, inflicting high damage to anyone caught in its path. Whilst charging up, telegraphs will display the order (and direction) of Ruby Weapon&#039;s flight, giving players a brief opportunity to discern safe locations. However, &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will persist during this time, forcing the raid to stay in the arena centre and use very limited space to avoid the dash-attacks. Anyone caught in Ruby Weapon&#039;s path will suffer high damage, so watch out!&lt;br /&gt;
&lt;br /&gt;
After half of the dashes have been performed, Ruby Weapon will cease charging and extend one of its claws (indicated by Ruby Weapon landing near a claw-like icon), then resume dashing. From here on, players must now avoid being on the claw-side of Ruby Weapon during the remaining &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes. Near the end of &#039;&#039;&#039;Ravensflight&#039;&#039;&#039;, Ruby Weapon will also hit a &#039;quicksand&#039; icon which essentially inverses &#039;&#039;&#039;Liquefaction&#039;&#039;&#039;. When this happens, the outer edge of the arena will become safe, whereas the arena centre will become quicksand instead for a brief period. As such, the final safe-spot will always be at the outer-edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Once all &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have been performed, the arena will normalize and the fight returns to normal after another cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - the unavoidable raid-wide AoE - followed by another &#039;&#039;&#039;Stamp&#039;&#039;&#039; - the vicious tank-buster that applies &#039;&#039;&#039;Blunt Vulnerability&#039;&#039;&#039;, forcing another tank-swap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; - causes Ruby Weapon to dash to the edge of the arena and prepare to swipe the entire arena with its extended claws. Unlike normal mode, &#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; comes with absolutely no telegraph. To avoid, players must move within Ruby Weapon&#039;s hitbox as soon as they notice Ruby Weapon extending its claws. However, two players will also be marked with stack-mark AoE&#039;s due to &#039;&#039;&#039;Homing Laser&#039;&#039;&#039;, forcing the raid to split into two groups and help soak each marker. Due to being forced to stand within Ruby Weapon&#039;s hitbox to avoid the claw-attack at the same time, participants will have limited space to work with. To avoid both mechanics, simply have the two stack-marked players stand at opposite sides of Ruby Weapon&#039;s hit-box and ensure that enough players are standing in each stack-marker to soak the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Homing Laser&#039;&#039;&#039; + &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039; - marks the entire raid with large AoE circles, forcing everyone to spread out. After a brief delay, all circles will explode simultaneously for high damage. As always, make sure not to overlap other players with your own AoE circle. At the same time, Ruby Weapon will prepare to walk through the centre of the arena while swiping left and right with its claws, slicing anyone in its path into ribbons. To avoid both mechanics, the raid should divide into two groups (4x4) and spread out at the outer-edges of the arena. This gives all participants enough space to avoid overlapping their &#039;&#039;&#039;Homing Laser&#039;&#039;&#039; AoE markers and also leaves enough room for Ruby Weapon to charge through the centre without hitting anyone via &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Charge&#039;&#039;&#039; - spawns proximity markers at the east and west of the arena during the end of &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;. To avoid, players should run into Ruby Weapon&#039;s hitbox as soon as &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039; has concluded. After a brief delay, Ruby Weapon will then cast &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; (the massive straight-line AoE aimed at a random player), and &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - Ruby Weapon plunges its elongated claws into the ground once more, followed by &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;, causing eight cracks to travel in cardinal and inter-cardinal directions just like earlier, except this time, Ruby Weapon will follow-up with &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; (whichever was NOT randomly cast beforehand). For example, if &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; was followed by &#039;&#039;&#039;Undermine&#039;&#039;&#039; earlier in the battle, then &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will be used here instead, or vice-versa. Similarly to before, all players will have to contend with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; - forcing all players to use the limited amount of safe-spots to distribute 3x mines each.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liquefaction&#039;&#039;&#039; - turns the arena centre into quicksand, leaving the outer edges safe to stand on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039; - causes Ruby Weapon to repeatedly dash across the arena in different directions (just like earlier), inflicting high damage to anyone caught in its path. Players can use the telegraphs on the ground to discern the direction of each dash and pre-position themselves into safe locations.&lt;br /&gt;
&lt;br /&gt;
Unlike before, Ruby Weapon will hit a &#039;quicksand&#039; icon during the earliest dashes, inverting &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; quick-sand so that the outer-edges will become unsafe whilst turning the arena centre from quicksand into a safe location. After dodging the initial dashes, players must be ready to move from the outer edges to the centre. Soon after, Ruby Weapon will once again hit a &#039;claw&#039; marker, extending either its left or right claw before continuing to dash across the arena. From here on, players must now avoid being on the claw-side of Ruby Weapon during the remaining &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes.&lt;br /&gt;
&lt;br /&gt;
Once all &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have been performed, the arena will normalize, followed by another &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
Ruby Weapon will begin to enrage after the second set of &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have resolved, giving the raid a window of opportunity to defeat Ruby Weapon before the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Once Ruby Weapon is defeated, players are treated to a transitional animation into a new phase. Just like normal mode, reaching the next phase serves as a checkpoint. As a result, wiping during the second phase will simply restart the fight at the beginning of the phase (rather than force the group to restart from the first phase).&lt;br /&gt;
&lt;br /&gt;
==(Phase 2) Nael van Darnus Abilities==&lt;br /&gt;
&lt;br /&gt;
Contrary to normal mode, the outer edge of the arena during phase 2 will become a &#039;death wall&#039; - slaying any player who touches it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Project&#039;&#039;&#039; - starts a background timer that eventually leads to the summoning of Dalamud. The timer&#039;s progress will be indicated via text-comments throughout the course of the battle. Players will also notice the backdrop gradually undergoing various changes. At the timers climax, Dalamud crashes down into the background, resulting in a catastrophic spectacle that heavily damages the entire raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Personae&#039;&#039;&#039; - spawns two Nael-themed adds - each called &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; - which must be tanked away from each other, one add per tank. If the adds are kept close together, they will tether to one-another and become completely invulnerable to damage until they are separated.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, all players (and each add) will be also afflicted with either an &#039;&#039;&#039;orange&#039;&#039;&#039; (Rage) or &#039;&#039;&#039;blue&#039;&#039;&#039; (Grief). As a result, each add can only be harmed by players of the opposite colour. For example, one add will be &#039;&#039;&#039;orange&#039;&#039;&#039; and one will be &#039;&#039;&#039;blue&#039;&#039;&#039; - so half of the raid (blue) will need to focus on the orange add, whereas the other half of the raid (orange) will need to contend with the blue add. If you attack an add of the same colour, the add will be completely invulnerable to your damage. Whilst these adds are alive, Nael van Darnus will remain untargetable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; - causes all damage dealers to be marked with a blue-circle AoE shortly after the adds arrive. These circles will eventually inflict high damage to all marked players (and anyone else caught in their AoE circles), so be sure to spread out and avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Memory&#039;&#039;&#039; - provides both adds with &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Once buffed, each add will cast either &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039; (a point-blank AoE underneath each add) or &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;, a large donut-AoE centred around each add. Bear in mind that these attacks can be of any combination and will be executed simultaneously. For example, one add might cast &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039; while the other casts &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;. As such, each add should be kept far enough apart so that dodging either of these attacks will not put players at risk of being hit by mechanics from the other add.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Effect&#039;&#039;&#039; - spawns two floating heads of Nael that will each tether themselves to two of the furthest players and begin travelling towards them. If a floating head reaches a tethered player, that player will immediately be slain. Instead, tethered players must lure their floating head so that it collides with each &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; add, as doing so will not only destroy the floating head, but also remove &#039;&#039;&#039;Greater Memory&#039;&#039;&#039; (damage up) from the add, reducing its damage. However, all damage-dealers will have to contend with an additional cast of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; (AoE markers) whilst &#039;&#039;&#039;Negative Effect&#039;&#039;&#039; is in play.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven&#039;s Claw&#039;&#039;&#039; - causes both &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; adds to simultaneously assault their primary target with a devastating 5-hit tank-buster. Due to being a multi-hit combo rather than a single blow, tanks may be caught off-guard by the staggered damage. Make sure to utilize mitigation cooldowns!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Change Of Heart&#039;&#039;&#039; - inverses the colour of both &#039;&#039;&#039;Raven&#039;&#039;&#039; add debuffs from blue to orange (or vice versa), forcing the entire raid to swap their attention from their original add to the other. As a result, tanks will have to be especially careful as this requires a full tank-swap which, if sloppily executed, may result in adds moving close together and becoming completely invulnerable to attacks until separated once again.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Change of Heart&#039;&#039;&#039; has been executed, the adds will enter a mechanical loop until they are both defeated. Once both adds have been slain, the raid can turn its attention to Nael Van Darnus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Aura&#039;&#039;&#039; - causes Nael to charge a gaze-attack which will inflict &#039;&#039;&#039;confusion&#039;&#039;&#039; on any player who looks directly at her when it is fully cast. Simply look away to avoid losing control of your character.&lt;br /&gt;
&lt;br /&gt;
At this point, the invisible &#039;&#039;&#039;Meteor Project&#039;&#039;&#039; timer will conclude, causing a noticeable change of atmosphere and background, with Dalamud fully visible as it hurtles towards the ground. By now, both adds should either be slain (or close to death). Once Dalamud has fully descended, the entire raid will take tremendous damage. Assuming the raid survives, Nael will recast &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;, creating a new background timer that will lead to another summoning of Dalamud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Mine&#039;&#039;&#039; - causes Nael to consecutively tag players from 1-8 with a large circular marker. After a brief delay, players (in order from 1-8) will drop a proximity marker at their location. One by one, small comets will eventually land at the proximity marker dropped by each player, inflicting damage to the entire raid depending on how close they were to the impact zone of each comet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; - causes Nael to summon an enormous meteor that will slowly descend into the battlefield over time. To avoid a fiery death, players must make sure that they hide behind a &#039;&#039;&#039;Meteor Mine&#039;&#039;&#039; (comet) when the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; hits the ground. However, due to the arena edge being a &#039;&#039;&#039;Death Wall&#039;&#039;&#039; and the fact that Nael will soon cast an AoE knockback before the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; detonates, a good method of dealing with the overlap is to have all players from 1-7 spread out and drop their comets at the outer-edge of the arena, whilst the eight and final comet is dropped at the edge of Nael&#039;s hitbox (away from the deathwall). Once all proximity markers are present, the entire raid should move into Nael&#039;s hitbox and prepare to mitigate the damage inflicted by the comets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screech&#039;&#039;&#039; - inflicts a raid-wide knockback from the arena centre, punting the entire raid outward towards the death wall. Seeing as the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; will collide with the ground shortly afterward, players should aim themselves so that they are pushed behind the 8th comet (which was dropped just outside of Nael&#039;s hitbox). If players aim themselves incorrectly or are too far away during the knockback, they risk being slain by the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; explosion, or by being pushed into the death wall. It is worth noting that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns will negate the knockback, allowing players to pre-position themselves behind the 8th comet ahead of time and simply nullify the knockback of &#039;&#039;&#039;Screech&#039;&#039;&#039; entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Burst&#039;&#039;&#039; - causes all comets to explode in the order they were dropped, inflicting major damage on anyone close by. Seeing as the comets explode in order from one to eight (and assuming you have utilized a strategy that allowed you to hide behind the eighth comet to avoid &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039;, all other comets around the arena will explode first, giving everyone plenty of opportunity to move into a safe location away from the explosion of the eighth comet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; - creates two small circle-telegraphs within the arena that will slowly move in a direction indicated by arrows within the circle. After travelling a short distance, comets will land at the final location. If a comet is allowed to hit the platform, the raid will immediately be wiped. To prevent this, players must &#039;catch&#039; the comets by standing within the circle-telegraphs after they have stopped moving. However, &#039;catching&#039; a comet will inflict continuous damage to the players and render them unable to act. Players who did not catch a comet will need to destroy the caught comets in order to save their teammates from being crushed to death. It is wise to have each tank pop spare mitigation cooldowns and catch a comet each - leaving damage-dealers free to nuke them down and healers free to keep the tanks alive until both comets have been destroyed. Bear in mind the &#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; will always overlap with &#039;&#039;&#039;Bradamante&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bradamante&#039;&#039;&#039; - causes Nael to mark two players with orange markers and eventually shoot straight-line AoEs in their direction. Due to being executed while the raid is trying to destroy &#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; comets held by other players, anyone marked by &#039;&#039;&#039;Bradamante&#039;&#039;&#039; must make sure that they angle themselves away from the comet-catchers so that the straight-line AoEs are not fired in their direction.&lt;br /&gt;
&lt;br /&gt;
By now, the &#039;&#039;&#039;Meteor Project Timer (2)&#039;&#039;&#039; will be nearing completion, causing Dalamud to descend once again and inflict massive raid-wide damage. Assuming the raid survives the ordeal, Nael van Darnus will refresh the timer with a third and final &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - causes Nael to bombard the raid with two bouts of unavoidable raid-wide damage that will require heavy healing/shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream (x2)&#039;&#039;&#039; - causes all damage dealers (or all tanks and healers) to be marked with a blue-circle AoE, just like earlier, eventually inflicting high damage to the marked players and anyone else caught in the AoE circles. Once the first wave of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; has concluded, the remaining four players will be marked with a second wave of AoE circles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - Nael blasts the raid with two more bouts of unavoidable raid-wide damage one final time.&lt;br /&gt;
&lt;br /&gt;
If Nael has not been defeated by the second &#039;&#039;&#039;Outrage&#039;&#039;&#039;, Dalamud&#039;s fall will obliterate the raid and force you to restart the fight from the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
The totem received upon completing this trial can be exchanged for rewards by speaking with [[C&#039;intana]] in [[Mor Dhona]] (X:22.7 Y:6.7).&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ruby Totem}}&lt;br /&gt;
{{Drops table row|Ruby Broadsword}}&lt;br /&gt;
{{Drops table row|Ruby Battleaxe}}&lt;br /&gt;
{{Drops table row|Ruby Greatsword}}&lt;br /&gt;
{{Drops table row|Ruby Sawback}}&lt;br /&gt;
{{Drops table row|Ruby Partisan}}&lt;br /&gt;
{{Drops table row|Ruby Cesti}}&lt;br /&gt;
{{Drops table row|Ruby Samurai Blade}}&lt;br /&gt;
{{Drops table row|Ruby Daggers}}&lt;br /&gt;
{{Drops table row|Ruby Bow}}&lt;br /&gt;
{{Drops table row|Ruby Knifelock}}&lt;br /&gt;
{{Drops table row|Ruby Chakrams}}&lt;br /&gt;
{{Drops table row|Ruby Rod}}&lt;br /&gt;
{{Drops table row|Ruby Index}}&lt;br /&gt;
{{Drops table row|Ruby Hanger}}&lt;br /&gt;
{{Drops table row|Ruby Cane}}&lt;br /&gt;
{{Drops table row|Ruby Codex}}&lt;br /&gt;
{{Drops table row|Ruby Astrometer}}&lt;br /&gt;
{{Drops table row|Ruby Scutum}}&lt;br /&gt;
{{Drops table row|Ruby Plating}}&lt;br /&gt;
{{Drops table row|Ruby Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of Ultima (The Primals)}}&lt;br /&gt;
{{Drops table row|Ruby Weapon Card}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Whorleater_(Unreal)&amp;diff=281594</id>
		<title>The Whorleater (Unreal)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Whorleater_(Unreal)&amp;diff=281594"/>
		<updated>2021-04-17T20:23:26Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The faux commander will be satisfied with nothing less than a daring tale of epic proportions, and few opponents loom larger than the legendary [[Leviathan]]. Summon forth your recollections of that heaving struggle, and let the waves of memory crash over you...&lt;br /&gt;
| image = The Whorleater (Unreal).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 435&lt;br /&gt;
| difficulty = unreal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 allegory + 10 revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.5&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Faux Hollows}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Complete the level 80 [[Fantastic Mr. Faux]] quest.&lt;br /&gt;
&#039;&#039;To be eligible for the [[Fantastic Mr. Faux]] quest, players must first complete the Shadowbringers main scenario and [[Keeping Up with the Aliapohs]], then speak to the [[Painfully Ishgardian Man]] in [[Idyllshire]] (X:7.0, Y:5.9).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Access to [[Faux Hollows]] once per week.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:The Whorleater (Unreal)1.jpeg|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Unreal)&amp;diff=281593</id>
		<title>The Navel (Unreal)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Unreal)&amp;diff=281593"/>
		<updated>2021-04-17T20:23:03Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Retired&lt;br /&gt;
| description1 = Unreal trials are only available during the patch in which they are introduced, and are replaced with a different unreal trial in the following patch.  See [[Faux Hollows]] for more details.&lt;br /&gt;
| patch = 5.5&lt;br /&gt;
}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = This time, the faux commander wishes to hear a tale of heart-stopping terror and victory against impossible odds, for which your climactic encounter with [[Titan]] seems the perfect candidate. You cast your mind&#039;s eye back to that fateful day, when you stood on the very precipice of certain doom...&lt;br /&gt;
| image = The Navel (Unreal).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 435&lt;br /&gt;
| difficulty = unreal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 allegory + 10 revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Faux Hollows}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Complete the level 80 [[Fantastic Mr. Faux]] quest.&lt;br /&gt;
&#039;&#039;To be eligible for the [[Fantastic Mr. Faux]] quest, players must first complete the Shadowbringers main scenario and [[Keeping Up with the Aliapohs]], then speak to the [[Painfully Ishgardian Man]] in [[Idyllshire]] (X:7.0, Y:5.9).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Titan - Abilities &amp;amp; Phases==&lt;br /&gt;
&lt;br /&gt;
The Navel (Unreal) is a retelling of the classic encounter between the Warrior of Light and Titan, an earth-based primal brought into existence by local kobolds through the power of worship. The battle bears many similarities and differences to the original version, though the arena and cinematics are still identical. Below is a list of mechanics and phases you will endure throughout the encounter.&lt;br /&gt;
&lt;br /&gt;
Just like previous battles against Titan, the circular arena has no edges, meaning players can be knocked (or walk over) the edge at any time. Also, it is best to keep Titan at the northern edge of the arena, facing him away from the rest of the raid so that teammates are not cleaved by his vicious &#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; (AoE cleave). Whilst doing so, the rest of the raid (excluding the off-tank) should remain behind Titan at all times to bait specific mechanics, such as the constant &#039;&#039;&#039;Landslide&#039;&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Phase One Loop===&lt;br /&gt;
&lt;br /&gt;
Once the fight commences, Titan will continuously loop through four basic abilities in the same order until his health has been sufficiently decreased, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Landslide&#039;&#039;&#039; - Titan rears back his arm and aims a massive straight-line AoE towards a random player. After a brief delay, Titan will punch the ground with such force that a shockwave will be sent down the line, knocking anyone in its path over the edge to an early grave. Assuming all non-tanks are stacked behind Titan, &#039;&#039;&#039;Landslide&#039;&#039;&#039; can easily be baited and side-stepped. However, future versions of &#039;&#039;&#039;Landslide&#039;&#039;&#039; will eventually emit a three-pronged AoE (Phase 2), and five-pronged AoE (Phase 3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; - causes large earthen puddles to form underneath random players that will eventually explode, dealing massive damage to anyone caught in their wake. Just like &#039;&#039;&#039;Landslide&#039;&#039;&#039;, having the raid stack behind Titan means that all &#039;&#039;&#039;Weight&#039;&#039;&#039; AoE&#039;s are baited into a single location, making them easy for the group to dodge in unison. Once dodged, the raid should immediately move behind Titan once again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; - a violent AoE cleave (with no cast-bar) that afflicts anyone hit with a stacking &#039;&#039;vulnerability debuff&#039;&#039;. As a rule of thumb, it is best to tank-swap at two stacks and to ensure that Titan is never directly facing the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tumult&#039;&#039;&#039; - causes Titan to repeatedly stamp his foot on the ground four times in a row, emitting unavoidable raid-wide damage with each stomp. Healers beware!&lt;br /&gt;
&lt;br /&gt;
At this point, Titan will loop back to &#039;&#039;&#039;Landslide&#039;&#039;&#039; and repeat the process until his health is sufficiently decreased. Once he has reached about 80% health, Titan will cast &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, temporarily leaping out of view. After a delay, he will land back into the arena with such force that the outer rings will begin to collapse, shrinking the arena to a smaller size and dealing proximity damage based on how close players are to the arena centre. As a result, all players should move as close to the edge as possible whilst avoiding the section that is about to collapse.&lt;br /&gt;
&lt;br /&gt;
===Phase Two Loop===&lt;br /&gt;
&lt;br /&gt;
Once Titan has completed the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, he will then enter a second mechanical loop until sufficiently damaged, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Landslide&#039;&#039;&#039; - now a three-pronged straight-line AoE, with the baited line always being in the centre (assuming all non-tanks are stacking directly behind Titan). Players should treat the new version similar to the previous one, baiting the first line by stacking together behind Titan so that the pattern remains predictable. &#039;&#039;&#039;Landslide&#039;&#039;&#039; will happen three times per mechanical loop.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gaol&#039;&#039;&#039; - causes Titan to encase two players - one damage dealer and one healer - within an earthen gaol after a brief delay. Once fully wrapped in earth, neither player will be able to move or act in any way until released from their prison. If they are left for too long, they will eventually be slain outright. To complicate matters, a &#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; will also take place around this time, and &#039;&#039;&#039;Gaol&#039;&#039;&#039; will always be immediately followed by &#039;&#039;&#039;Upheaval&#039;&#039;&#039; (see below). As a rule of thumb, the damage-dealer who is about to be imprisoned should remain with the raid (near Titan), whereas the Healer should retreat to the opposite side of the arena (south) and allow themselves to be imprisoned by the edge for reasons explained below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Upheaval&#039;&#039;&#039; - Titan rears up his left leg and prepares to stomp the arena, inflicting a raid-wide knockback that will push all players away from his current position. Bear in mind that two players will be stuck within an earthen &#039;&#039;&#039;Gaol&#039;&#039;&#039; at this point, and that said players will be unaffected by the knockback whilst imprisoned. All active players will need to make sure that they do not get flung over the edge of the arena. Assuming the imprisoned damage-dealer was trapped near Titan, it is best to break them out from their prison before &#039;&#039;&#039;Upheaval&#039;&#039;&#039; goes off, then allow &#039;&#039;&#039;Upheaval&#039;&#039;&#039; to push the raid towards the trapped healer. However, Titan will now unleash another three-pronged &#039;&#039;&#039;Landslide&#039;&#039;&#039;, so it is best not to break the healer out immediately as they may then be unable to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Landslide&#039;&#039;&#039; - will always be cast after &#039;&#039;&#039;Upheaval&#039;&#039;&#039;. As mentioned above, players will need to be careful when trying to break the second player out of their prison, as they may not be able to avoid the &#039;&#039;&#039;Landslide&#039;&#039;&#039; if freed too early. Be wary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tumult&#039;&#039;&#039; - Titan repeatedly stomps the ground once again, multi-hitting the raid with four bouts of unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; - causes large earthen puddles to form underneath random players once again, forcing everyone to move. Assuming all non-tanks are stacked in one place (preferably behind Titan), then they should be easy for everyone to avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; - will be cast quite frequently throughout the phase (and with no cast-bar), thus Titan must be kept facing away from the raid at all possible times. &#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; will typically be cast in-between the first &#039;&#039;&#039;Gaol&#039;&#039;&#039;+&#039;&#039;&#039;Upheaval&#039;&#039;&#039;, after &#039;&#039;&#039;Weight&#039;&#039;&#039;, and before the &#039;&#039;&#039;Half-Bombs&#039;&#039;&#039; mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Landslide&#039;&#039;&#039; - another three-pronged attack just after &#039;&#039;&#039;Weight&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Half-Bombs&#039;&#039;&#039; - several stony time-bombs drop into the arena in a variable pattern, forcing the raid to position themselves in certain ways to avoid upcoming explosions. Each bomb will slowly begin to flash, flickering much quicker as the timer is about to expire, which helps to give a visual queue of when specific bombs are about to detonate. In some cases, players will need to stand near bombs and wait for others to detonate first, then use the newly created space to avoid the bombs they were standing beside.&lt;br /&gt;
&lt;br /&gt;
Regardless of the &#039;&#039;&#039;Half-Bomb&#039;&#039;&#039; pattern, Titan will reset the mechanical loop and unleash the first &#039;&#039;&#039;Landslide&#039;&#039;&#039; shortly after the bombs have dropped, then go back to &#039;&#039;&#039;Gaol&#039;&#039;&#039; + &#039;&#039;&#039;Upheaval&#039;&#039;&#039;, etc, repeating the loop until he has been sufficiently damaged. When enough damage is inflicted, he will once again leap away via &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, eventually shrinking the arena even smaller and forcing the raid to stand near the edges to reduce proximity damage.&lt;br /&gt;
&lt;br /&gt;
===Phase Three===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Landslide&#039;&#039;&#039; - now a five-pronged attack, with the baited line always being in the centre (assuming all non-tanks are stacking directly behind Titan). Players should continue to treat the new version just like to the previous one, baiting the first line so the pattern is always predictable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rock Buster&#039;&#039;&#039; - replaces &#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; - converting the previous cleave into a forward swiping AoE punch that will no longer apply &#039;&#039;vulnerability&#039;&#039;, meaning that tank-swapping is no longer be required. However, Titan should still be kept facing away from the raid at all times so that he doesn&#039;t cleave the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Half-Bombs&#039;&#039;&#039; - drops several stony time-bombs in a circular formation, one after the other. Seeing as they no longer drop simultaneously, but instead, drop one-by-one, players will need to position themselves so that the earliest bombs can detonate safely, then move into the newly created safe-zones to avoid explosions from bombs dropped later in the pattern. Additionally, players will need to contend with another &#039;&#039;&#039;Landslide&#039;&#039;&#039; beforehand.&lt;br /&gt;
&lt;br /&gt;
Just like previous versions of the encounter, Titan&#039;s &#039;&#039;&#039;Heart&#039;&#039;&#039; will eventually be exposed, presenting the raid with a DPS check, forcing them to destroy the heart before Titan can enrage. Assuming the raid is successful, Titan will temporarily leap away, then return to the arena and unleash &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; - a vicious raid-buster that will require fierce mitigation and healing to survive.&lt;br /&gt;
&lt;br /&gt;
===Phase Four===&lt;br /&gt;
&lt;br /&gt;
After Titan&#039;s heart has been destroyed, two adds will be summoned into the arena that should be picked up by the off-tank and taken to the east or west side of the arena. Much like Titan himself, both adds should be faced away from the raid, as they will aim their very own &#039;&#039;&#039;Landslide&#039;&#039;&#039; attack towards their primary target.&lt;br /&gt;
&lt;br /&gt;
To make matters worse, &#039;&#039;&#039;Rock Buster&#039;&#039;&#039; will become &#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; once again, meaning tank-swaps will be required due to &#039;&#039;Vulnerability&#039;&#039;&#039; stacks. Titan will also utilize the five-pronged &#039;&#039;&#039;Landslide&#039;&#039;&#039; whilst another pattern of &#039;&#039;&#039;Half-Bombs&#039;&#039;&#039; fill the arena in a double-pattern - one earlier than the other. As a result, players should bait and dodge the &#039;&#039;&#039;Landslide&#039;&#039;&#039; as a group (just like before), then position themselves within the second pattern of bombs until the first has exploded, then use the newly created safe-zones to avoid the second pattern of explosions, all while burning the adds down as soon as possible. Bear in mind that once the adds have been slain, they will each leave behind a persistent puddle that should be avoided for the rest of the encounter, so make sure that they are slain at around the same time, otherwise, the off-tank may be forced to move away from the first puddle and leave a second one further away, leaving even less space for the raid to work with later.&lt;br /&gt;
&lt;br /&gt;
For reference, here&#039;s a mini timeline of events:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Adds Spawn - pick them up and move them to the side of the arena (east or west - facing the outside).&#039;&#039;&lt;br /&gt;
*&#039;&#039;First pattern of bombs drop.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Second pattern of bombs drop.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Titan unleashes &#039;&#039;&#039;Landslide&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
*&#039;&#039;First pattern of bombs explode.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Second pattern of bombs explode.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Adds unleash their own &#039;&#039;&#039;Landslide&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; will be used occasionally, possibly forcing a tank-swap between Titan and the two adds. Tanks beware!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here, the raid will need to contend with &#039;&#039;&#039;Tumult&#039;&#039;&#039; (multi-stomp AoE), &#039;&#039;&#039;Upheaval&#039;&#039;&#039; (stomp-knockback), and a double-set of &#039;&#039;&#039;Weight&#039;&#039;&#039; (AoE circles beneath players). Unlike previous versions of &#039;&#039;&#039;Weight&#039;&#039;&#039;, a second wave will immediately be cast after the first has detonated, so make sure the raid is stacked together to bait the first AoE circles, then dodge them in the same direction to bait the second wave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Half-Bombs&#039;&#039;&#039; - drops three lines of time-bombs either horizontally or vertically (starting with a middle line), one after the other. Players will need to contend with other mechanics, keeping in mind which line of bombs will explode first-to-last. By standing near the bombs dropped last, players can allow the earlier lines to explode, then use the newly created safe-zones to avoid the remaining explosions from later lines. Seeing as the middle line always drops first, players will need to utilize side-lines while dealing with another multi-prong &#039;&#039;&#039;Landslide&#039;&#039;&#039;. Don&#039;t forget to avoid the persistent puddles left behind by the two adds!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bomb-Boulders&#039;&#039;&#039; - drops time-bombs throughout the entire arena, except this time, they can be targeted and destroyed. After enough time has passed, Titan will cast &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, which will inflict proximity damage based on how close everyone is to the centre of the arena and detonate all remaining &#039;&#039;&#039;Bomb-Boulders&#039;&#039;&#039; in unison. Players will need to focus-fire any non-central &#039;&#039;&#039;Bomb-Boulder&#039;&#039;&#039; and destroy it to create a safe spot to reduce upcoming &#039;&#039;&#039;Geocrush&#039;&#039;&#039; damage. Bear in mind that Titan will also use &#039;&#039;&#039;Weight&#039;&#039;&#039; beforehand, spawning AoE circles underneath random players, forcing everyone to move away. As a result, the entire raid should be stacked together whilst focusing their chosen &#039;&#039;&#039;Bomb-Boulder&#039;&#039;&#039; so that &#039;&#039;&#039;Weight&#039;&#039;&#039; can be predictably baited and avoided, then rush back to their &#039;&#039;&#039;Bomb-Boulder&#039;&#039;&#039; to kill it as soon as possible. &lt;br /&gt;
&lt;br /&gt;
Having survived the ordeal, Titan will unload another &#039;&#039;&#039;Landslide&#039;&#039;&#039; before the phase begins to loop once more, respawning the previous adds and initiating another wave of &#039;&#039;&#039;Half-Bombs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The final loop will continue until Titan enrages. Time is of the essence!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Access to [[Faux Hollows]] once per week.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:The Navel (Unreal)1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Akh_Afah_Amphitheatre_(Unreal)&amp;diff=281592</id>
		<title>The Akh Afah Amphitheatre (Unreal)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Akh_Afah_Amphitheatre_(Unreal)&amp;diff=281592"/>
		<updated>2021-04-17T20:22:46Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Retired&lt;br /&gt;
| description1 = Unreal trials are only available during the patch in which they are introduced, and are replaced with a different unreal trial in the following patch.  See [[Faux Hollows]] for more details.&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The faux commander demands of you a tale to tear at the heart and grip the soul, and for this there is certainly no better inspiration than your fateful confrontation with [[Shiva]]. Turn your mind to that most tragic of primals, and find what dreams of ice may come...&lt;br /&gt;
| image = The Akh Afah Amphitheatre (Unreal).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 435&lt;br /&gt;
| difficulty = unreal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 Allegory + 10 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.3&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Faux Hollows}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Complete the level 80 [[Fantastic Mr. Faux]] quest.&lt;br /&gt;
&#039;&#039;To be eligible for the [[Fantastic Mr. Faux]] quest, players must first complete the Shadowbringers main scenario and [[Keeping Up with the Aliapohs]], then speak to the [[Painfully Ishgardian Man]] in [[Idyllshire]] (X:7.0, Y:5.9).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Shiva - Abilities &amp;amp; Phases==&lt;br /&gt;
&lt;br /&gt;
Akh Afah Amphitheatre (Unreal) is a retelling of the classic encounter between the Warrior of Light and Lady Iceheart, who became a vessel for Shiva during the Heavensward main scenario questline. The battle bears many differences to the original version, though the arena and opening cinematic are entirely identical. Below is a list of mechanics and phases you will endure throughout the encounter.&lt;br /&gt;
&lt;br /&gt;
One of the more notable factors of the encounter is Shiva&#039;s weapon-based attacks which she employs throughout the battle in a semi-random fashion; &#039;&#039;&#039;Frost Blade&#039;&#039;&#039;, &#039;&#039;&#039;Frost Bow&#039;&#039;&#039;, or &#039;&#039;&#039;Frost Staff&#039;&#039;&#039;. Players will need to react in certain ways depending on which weapon Shiva acquires - each one being indicated by different animations and involving different mechanical rotations.&lt;br /&gt;
&lt;br /&gt;
===Phase One: 100-80% Health===&lt;br /&gt;
&lt;br /&gt;
The first phase will persist for as long as Shiva retains higher than 80% health. During this time, Shiva will incorporate only two of her three weapon-based attack patterns: &#039;&#039;&#039;Frost Blade&#039;&#039;&#039; or &#039;&#039;&#039;Frost Staff&#039;&#039;&#039;. Bear in mind that Shiva will begin the encounter by randomly selecting one of the two weapons, each of which is followed by set mechanics, followed by going &#039;&#039;&#039;Unarmed&#039;&#039;&#039; (which also involves two set abilities) before switching to the other weapon. This process will repeat until Shiva has dropped below 80% health.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapon: Frost Blade&#039;&#039;&#039; - will occasionally debuff her primary target with a stackable &#039;&#039;&#039;Blunt Resistance Down&#039;&#039;&#039;, which will only come into play whenever she equips her &#039;&#039;&#039;Frost Staff&#039;&#039;&#039;. Once Shiva equips her &#039;&#039;&#039;Frost Blade&#039;&#039;&#039;, she will typically utilize a rotation of &#039;&#039;&#039;Icebrand&#039;&#039;&#039;, &#039;&#039;&#039;Glacier Bash&#039;&#039;&#039; and &#039;&#039;&#039;Whiteout&#039;&#039;&#039; (peppered with &#039;&#039;&#039;Heavenly Strikes&#039;&#039;&#039; at different intervals depending on the current phase of the fight), all of which are described below. Assuming you are fighting Shiva with the typical two-tank format, it is wise to assign one tank per weapon, as having a single tank means they will take increased damage via &#039;&#039;&#039;Blunt Resistance Down&#039;&#039;&#039; when Shiva swaps to Staff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Blade) Icebrand&#039;&#039;&#039; - causes Shiva to unleash a conal wave of sharp icicles for massive (shareable) damage. The raid will need to coordinate themselves throughout the encounter so that casts of &#039;&#039;&#039;Icebrand&#039;&#039;&#039; are shared by the group for minimal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Blade) Glacier Bash&#039;&#039;&#039; - causes Shiva to fire a frontal cone of icy shards that deal tremendous damage and afflicts victims with &#039;&#039;&#039;Stun&#039;&#039;&#039;. The raid (including tanks) should avoid this attack as much as possible, which often conflicts with the need to share &#039;&#039;&#039;Icebrand&#039;&#039;&#039;. A simple method for tackling both is to have the main tank stand in front of Shiva whilst the rest of the raid stack directly behind her. Whenever she casts &#039;&#039;&#039;Icebrand&#039;&#039;&#039;, the tank should join the rest of the raid so that Shiva cleaves the entire group. However, when Shiva casts &#039;&#039;&#039;Glacier Bash&#039;&#039;&#039;, the tank can wait until Shiva begins hard-casting and then run through her towards the rest of the raid so that nobody is hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Blade) Heavenly Strike&#039;&#039;&#039; - spawns a torrent of large icicles that randomly erupt from the ground, dealing medium damage to anyone hit and knocking them back a moderate distance. As a result of this constant threat, Shiva should primarily be tanked in the centre of the arena for the duration of the phase, preferably with the entire group stacked directly behind her thanks to &#039;&#039;&#039;Icebrand&#039;&#039;&#039; and &#039;&#039;&#039;Glacier Bash&#039;&#039;&#039; (see above). Should players be knocked around, they will be a safe distance from the sides of the arena and can quickly move back into position.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Blade) Whiteout&#039;&#039;&#039; - essentially a donut AoE which causes Shiva to bombard the arena, mauling anyone who isn&#039;t close to her. As described above, keeping Shiva close to the arena centre and having the group stack close to her to deal with other mechanics means that &#039;&#039;&#039;Whiteout&#039;&#039;&#039; shouldn&#039;t pose too much of a threat, as both the tank(s) and raid will be stacked nearby to respond to &#039;&#039;&#039;Ice Brand&#039;&#039;&#039; and &#039;&#039;&#039;Glacier Bash&#039;&#039;&#039;, thus already being within range to avoid any casts of &#039;&#039;&#039;Whiteout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapon: Frost Staff&#039;&#039;&#039; - will occasionally debuff her primary target with a stackable &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039;, which will only come into play whenever she equips her &#039;&#039;&#039;Frost Blade&#039;&#039;&#039;. Assuming you are fighting Shiva with the typical two-tank format, it is wise to assign one tank per weapon, as having a single tank means they will take increased damage via &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; when Shiva swaps to her Frost Blade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Staff) Hailstorm&#039;&#039;&#039; - similar to earlier versions of Akh Afah Amphitheatre, Shiva will simultaneously brand several players, who will find themselves with an icicle-shaped icon above their heads and a large, frosty-looking circle around their character, indicating that they will soon be blasted for medium damage and emit an AoE from their current locations. As you might expect, all players will need to spread out during this time so that other players don&#039;t take extra damage via overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Staff) Absolute Zero&#039;&#039;&#039; - bombards the arena via unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapon: Unarmed&#039;&#039;&#039; - after using one of the above-mentioned weapons and entering her normal (unarmed) state, the raid should always expect two mechanics to take place before she equips a new weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unarmed) Dreams Of Ice&#039;&#039;&#039; - empowers Shiva with a permanent (stackable) damage buff, essentially making it a soft enrage. &#039;&#039;&#039;Dreams Of Ice&#039;&#039;&#039; will continuously stack throughout the encounter, so be ready for higher volumes of damage as the battle progresses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unarmed) Icicle Impact&#039;&#039;&#039; - similar to earlier versions of Akh Afah Amphitheatre, the arena will be splayed with a pattern consisting of large circular telegraphs with white outlines, overlapping each other in several sections. In short, one circle in the arena centre, and several circles around the outer edges. Unlike earlier versions, one of the outer circles will randomly become a safe spot, and all icicles detonate simultaneously (compared to previous Shiva fights which involve circles exploding in the order they are summoned). Players can attempt to quickly identify the safe spot and move there as soon as possible, or resign themselves to an area where they will take (at most) one blast. Make sure not to stand in areas where circles overlap as you will take far more damage as a result.&lt;br /&gt;
&lt;br /&gt;
===Phase Two: 80-70% Health===&lt;br /&gt;
&lt;br /&gt;
Shiva will eventually summon four adds within the arena that will need to be gathered by a tank and burned down by the raid. The adds themselves do not utilize any special abilities nor hit for too much damage, so they can be safely collected by a single tank and pulled close to Shiva so that the raid can cleave them all together. Whilst dealing with the adds, Shiva will swap to her &#039;&#039;&#039;Frost Blade&#039;&#039;&#039; form, so if you&#039;re using the typical two-tank format, make sure the tank with &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039; handles the adds, while the other handles Shiva herself without the risk of extra damage from the weapon-based debuff. &lt;br /&gt;
&lt;br /&gt;
Bear in mind that because Shiva is brandishing her &#039;&#039;&#039;Frost Blade&#039;&#039;&#039;, the raid must still contend with &#039;&#039;&#039;Glacier Bash&#039;&#039;&#039; and &#039;&#039;&#039;Icebrand&#039;&#039;&#039; (just like earlier), so everyone must remain mindful of when to avoid her stun-capable cone-AoE (&#039;&#039;&#039;Glacier Bash&#039;&#039;&#039;) or stack together to share damage (&#039;&#039;&#039;Icebrand&#039;&#039;&#039;) whilst burning down the four adds.&lt;br /&gt;
&lt;br /&gt;
After 60 seconds have passed, or if Shiva reaches a specific health threshold, she will begin to deep-freeze the entire raid via &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039; much like she does in earlier versions of the battle. The raid must ensure that all adds have been destroyed beforehand, as failure to do so will result in a full raid wipe. Assuming the raid has successfully destroyed all four adds, the raid is treated to her popular face-stomp transition, stepping on a random raid-member to break the entire raid out of deep-freeze and inflict raid-wide damage in the process, initiating the third and final phase of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase Three: &amp;lt;70% Health===&lt;br /&gt;
&lt;br /&gt;
Having reached this point in the battle, the outer ring of the arena will now become a hazard - freezing anyone who touches it into a block of ice that will inflict damage-over-time until the victim perishes, unless members of the raid break them out of their icy prison via sufficient damage.&lt;br /&gt;
&lt;br /&gt;
Depending on previous damage done, Shiva will be floating around 75-70% health at this time, and the raid will now be in a race against her passively stacking &#039;&#039;&#039;Dreams Of Ice&#039;&#039;&#039; damage buff. From here on, everyone will need to contend with another semi-random turn of events based on which weapons Shiva utilizes, which will now also include her &#039;&#039;&#039;Frost Bow&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapon: Frost Bow&#039;&#039;&#039; - unlike the other weapons in her repertoire, &#039;&#039;&#039;Frost Bow&#039;&#039;&#039; does not inflict a debuff of its own and gains no benefit from &#039;&#039;&#039;Blunt Resistance Down&#039;&#039;&#039; or &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;, yet it does come with its own specific set of mechanics to watch out for, just like the others. However, Shiva&#039;s auto-attacks during &#039;&#039;&#039;Frost Bow&#039;&#039;&#039; will be far quicker, hit harder, and also be much more susceptible to critical strikes, thus tanks and healers should be ready for a higher volume of passive damage whilst the bow is equipped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Bow) Glass Dance&#039;&#039;&#039; - as soon as Shiva equips her &#039;&#039;&#039;Frost Bow&#039;&#039;&#039;, she will prepare to unleash a vicious 720-degree cone attack all around her, mauling anyone who isn&#039;t standing directly behind her, which will be the only safe spot. To be safe, everyone should immediately move behind Shiva as soon as they notice her equipping her &#039;&#039;&#039;Frost Bow&#039;&#039;&#039; and remain there until &#039;&#039;&#039;Glass Dance&#039;&#039;&#039; has concluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Bow) Avalanche&#039;&#039;&#039; - places a blue marker above a random player who will soon be blasted with a moderate-sized straight-line AoE from Shiva herself, inflicting a tremendous knockback against the victim and anyone else clipped by the attack. Due to the outer arena wall now being a hazard, everyone - especially the marked victim - will need to be mindful of their positioning if they wish to avoid being knocked into the wall and turned into a slowly-dying popsicle. Seeing as &#039;&#039;&#039;Avalanche&#039;&#039;&#039; is typically not used until about 20 seconds after Shiva has equipped her &#039;&#039;&#039;Frost Bow&#039;&#039;&#039;, tanks can make a point of dragging Shiva close to the edge of the arena so that eventual victims of &#039;&#039;&#039;Avalanche&#039;&#039;&#039; have much more room to work with. It is also worth noting that the main tank will not be excluded from selection, meaning they may be marked for &#039;&#039;&#039;Avalanche&#039;&#039;&#039; themselves.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Permafrost&#039;&#039;&#039; - can be executed regardless of which weapon Shiva is currently utilizing. Once cast, the entire arena will be coated in ice, making it slippery and putting players at risk of sliding into the dangerous outer wall. Simultaneously, a weak damage-over-time effect will be placed on all members of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icicle Impact&#039;&#039;&#039; - just like earlier, players will have to deal with the pattern-based &#039;&#039;&#039;Icicle Impact&#039;&#039;&#039; mechanics, except now, they involve two sets of patterns exploding one after the other. The first pattern always involves four circles at either cardinal or inter-cardinal positions (with no circle in the centre), which eventually explode, followed by patterns in whatever positions that weren&#039;t used previously (as well as an extra circle in the centre). In all cases, safe-spots will depend on where the first pattern exploded and will always be in cardinal or inter-cardinal positions. For example, if the first pattern involves circles exploding in the north, south, east and west, then the second explosion will involve circles in the north-east, north-west, south-east, and south-west, as well as a circle in the arena centre, leaving the far north, south, east and west of the arena as safe spots. Players are safe to use the centre as a safe-spot from first-pattern explosions and must avoid the centre for all secondary explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icicle Impact - Staff/Sword Swap&#039;&#039;&#039; - bear in mind that Shiva will be swapping to a different weapon whilst the second pattern of &#039;&#039;&#039;Icicle Impact&#039;&#039;&#039; is forming, which may force the raid to utilize the limited safe-spot space to deal with weapon-based mechanics, such as &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; (random players being marked for AoE&#039;s whilst Shiva brandishes her &#039;&#039;&#039;Ice Staff&#039;&#039;&#039;) or &#039;&#039;&#039;Icebrand&#039;&#039;&#039; (forcing the raid share damage whilst Shiva brandishes her &#039;&#039;&#039;Frost Blade&#039;&#039;&#039;). If Shiva swaps to her &#039;&#039;&#039;Ice Staff&#039;&#039;&#039; during &#039;&#039;&#039;Icicle Impact&#039;&#039;&#039;, just remember that patterns will provide four safe spots that can house two players each, giving just enough room for everyone to spread out during &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; whilst also avoiding the floor patterns. If Shiva equips her &#039;&#039;&#039;Ice Blade&#039;&#039;&#039; during &#039;&#039;&#039;Icicle Impact&#039;&#039;&#039;, the raid must remember to share damage from &#039;&#039;&#039;Icebrand&#039;&#039;&#039; &#039;&#039;before&#039;&#039; running to safe spots. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icicle Impact - Bow Swap&#039;&#039;&#039; - one extra pattern that will only happen when Shiva is preparing to swap to her &#039;&#039;&#039;Frost Bow&#039;&#039;&#039;, which involves circles spawning and exploding in their spawn order, starting with one in the centre. To avoid, simply stand within the very last circle that spawned, then move into the centre as soon as the first centre-circle has exploded. Just remember that whenever Shiva equips her bow (even during &#039;&#039;&#039;Icicle Impact&#039;&#039;&#039;), she will always unleash her 720-degree cone attack (&#039;&#039;&#039;Glass Dance&#039;&#039;&#039;), so make sure to move behind her as soon as possible to avoid being maimed.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Now that you know what to expect, the fight will continue until Shiva has been defeated, or the raid wipes, keeping in mind the soft-enrage of her ever-stacking &#039;&#039;&#039;Dreams Of Ice&#039;&#039;&#039; buff throughout the entire ordeal.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Access to [[Faux Hollows]] once per week.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Akh Afah Amphitheatre (Unreal)1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Crown_of_the_Immaculate_(Extreme)&amp;diff=281591</id>
		<title>The Crown of the Immaculate (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Crown_of_the_Immaculate_(Extreme)&amp;diff=281591"/>
		<updated>2021-04-17T20:22:17Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Crown of the Immaculate}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The esteemed [[Lord Vauthry]] believed himself to be without flaw or sin─the embodiment of glorious perfection in Innocence. Needless to say, he was not, but he nevertheless made for a tremendous opponent. Upon hearing of how you and your comrades claimed victory atop [[Mt. Gulg]], the minstreling wanderer was immediately driven into a fit of inspired creativity, and the result is yet another composition that will send even the most unimaginative [[Warrior of Darkness]] hurtling into the depths of memory that they might once more do battle with [[Eulmore]]&#039;s fallen tyrant.&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 15 allegory + 8 revelation&lt;br /&gt;
| entrance = The Crystarium&lt;br /&gt;
| entrance-coordinates = 7.5,12.5&lt;br /&gt;
| req-quest = Minstrel from Another Mother&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
&lt;br /&gt;
There are three phases within this battle. The first and last phase contains massive mechanical overlaps and copious amounts of AoE that will test the positioning and reactions of all participants. The second phase serves as a simple DPS check versus three adds while Innocence himself remains inactive and invulnerable. Players should be mindful of the below-listed abilities as they will be cast at various intervals throughout the first and last phase, usually between (or sometimes during) other mechanical overlaps.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowreaver&#039;&#039;&#039; - an unavoidable raid-wide AoE. Healers should be ready to top-up the entire group whenever necessary, as this will often be used as a finisher after (or during) other overlapped mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Righteous Bolt&#039;&#039;&#039; - a vicious and frequently used tankbuster which applies a lightning-based debuff to the primary target. &#039;&#039;&#039;Righteous Bolt&#039;&#039;&#039; will be used often throughout the encounter, requiring tanks to pay attention to each other and perform tank-swaps as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Phase 1==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winged Reprobation&#039;&#039;&#039; - a mechanic that summons resplendent swords into the arena that will tether to random party members. Tethered players should move away from the party to the far sides of the arena. After a brief delay, marked players will drop the tethers at their current location in the form of a circle AoE which must be avoided. Shortly after, the sword they were tethered to will fire a beam directly at the marked location. This beam will damage anyone caught in the path and also split at the marked area, firing three more line-AoEs to the East, North and West side of the target location (indicated by small arrows where the tether was dropped). By placing markers at a diagonal-edge of the arena, most of these beams will shoot across the top and sides, leaving the centre as a safe-zone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rightful Reprobation&#039;&#039;&#039; - a frequently used two-part mechanic, indicated by blue AoE-markers that are aimed from the centre of the arena to the outer edges. After a short delay, spears will be fired through these markers to the outer-arena, slicing through anyone caught in their path. After a moderate delay, the weapons outside of the arena will then shoot across the entire arena in the opposite direction after a very limited telegraph. As a rule of thumb; whenever you see blue line-AoEs, always be mindful that these will re-enter the arena after a moderate delay and give very little time for players to react if they have not pre-positioned themselves to avoid it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotating Swords&#039;&#039;&#039; - after falling from the sky, a large resplendent sword will carve the arena in a fan-like AoE that will slowly rotate around the arena, forcing players to remain on the move to stay within the three visible safe-zones. At this point in the battle, &#039;&#039;&#039;Rotating Swords&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Drop of Light&#039;&#039;&#039; (see below). Bear in mind that later versions of this mechanic may involve a single rotating blade rather than a double-rotating blade, and may also come with small gaps in the blade, allowing players to traverse between the available safe-spots without taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drop of Light&#039;&#039;&#039; marks two random players with large AoE markers that will detonate after a moderate delay, forcing them to move away from the party (and each other) to avoid causing unnecessary damage to the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winged + Rightful Reprobation&#039;&#039;&#039; - players must avoid a succession of orange line-AoEs from summoned swords, and a large number of blue-marked spear AoEs from Innocence in a more star-like pattern rather than the hourglass-pattern from earlier. Despite the volume of AoE&#039;s fired in all directions, safe-spots will be noticeable throughout the arena. As always, players must be wary of where the blue-markers have fired seeing as, just like before, the launched spears will once again fire back into the arena after a moderate delay with little warning. Furthermore, this combo of mechanics will be loosely overlapped by &#039;&#039;&#039;Light Pillar&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Pillar&#039;&#039;&#039; - a line-directed stack-mark AoE that will target a random healer. Players must stack along the line to share damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winged Reprobation + Rotating Sword&#039;&#039;&#039; - players must deal with an overlap between the summoned sword tether mechanic and the rotating AoE. Unlike before, this &#039;&#039;&#039;Rotating sword &#039;&#039;&#039; will cast a single line across the arena (instead of two in a fan-shape) and there will also be two gaps so that players can move from one safe spot to the other if necessary. While the blade rotates around the arena, tethered players must avoid the rest of the party, and everyone must be cautious of any beams fired from the swords towards marked players.&lt;br /&gt;
&lt;br /&gt;
==Phase 2==&lt;br /&gt;
&lt;br /&gt;
This phase begins with Innocence rendering himself invulnerable and summoning two &#039;&#039;&#039;Forgiven Venerys&#039;&#039;&#039; (which will appear at the east and west of the arena and must be picked up by tanks), along with one &#039;&#039;&#039;Forgiven Shame&#039;&#039;&#039; in the middle of the arena which must be focused down by damage dealers. The &#039;&#039;&#039;Forgiven Shame&#039;&#039;&#039; will unleash raid-wide damage, whereas the &#039;&#039;&#039;Forgiven Venerys&#039;&#039;&#039; will use tank-busters against their current target.&lt;br /&gt;
&lt;br /&gt;
This phase serves as a DPS check. If the group does not kill all adds before Innocence is fully charged, the group will be wiped. If the group is successful, the group will be blasted by raid-wide damage and should heal up before the next phase begins.&lt;br /&gt;
&lt;br /&gt;
==Phase 3==&lt;br /&gt;
With the three adds slain, the final phase immediately begins. From here on, players will need to deal with a cycle of mechanical combos from the first phase along with a new &#039;&#039;&#039;Starbirth&#039;&#039;&#039; mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starbirth&#039;&#039;&#039; - this creates three shining orbs in a set pattern around the arena which will explode if they collide with any mechanics from Innocence. Despite the size and appearance of these orbs, the resulting explosions are much larger than you may expect. At this point in the battle, the group must make an effort to pull Innocence to whichever part of the arena is furthest away from all orbs as soon as possible. After the first &#039;&#039;&#039;Starbirth&#039;&#039;&#039;, Innocence will eventually use &#039;&#039;&#039;Shadowreaver&#039;&#039;&#039;, the unavoidable raid-wide AoE. On casting &#039;&#039;&#039;Shadowreaver&#039;&#039;&#039;, all three orbs will explode simultaneously, blasting a large portion of the arena with massive damage.&lt;br /&gt;
&lt;br /&gt;
*After this introduction to &#039;&#039;&#039;Starbirth&#039;&#039;&#039;, players must contend with another overlap between &#039;&#039;&#039;Rotating Swords&#039;&#039;&#039; (fan-shaped) and &#039;&#039;&#039;Winged Reprobation&#039;&#039;&#039; (star pattern).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beautific Vision&#039;&#039;&#039; will be cast shortly afterwards. Innocence will fly to the edge of the arena and, after a brief wind-up, fly through the centre of the arena in a straight line, carving all players along the way. The group should immediately run to the arena&#039;s edge and stand as far from the centre as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starbirth&#039;&#039;&#039; will then be cast alongside &#039;&#039;&#039;Drop of Light&#039;&#039;&#039;, spawning two orbs at opposite ends of the arena, and marking two random players with large AoE markers. If the resulting explosions from &#039;&#039;&#039;Drop of Light&#039;&#039;&#039; hit either of the &#039;&#039;&#039;Starburst&#039;&#039;&#039; orbs, they will explode, blasting a hefty portion of the arena with massive damage. As a result, marked players must be wary of their positioning to prevent this from happening, as well as avoid damaging the party with their AoE marker. As soon as &#039;&#039;&#039;Drop of Light&#039;&#039;&#039; explodes, two more players will be marked for another &#039;&#039;&#039;Drop of Light&#039;&#039;&#039; immediately afterwards. Assuming the group survives the ordeal, they will then have to deal with &#039;&#039;&#039;Light Pillar&#039;&#039;&#039;. Seeing as this can also explode &#039;&#039;&#039;Starbirth&#039;&#039;&#039; orbs, players must make an effort to aim the stack-line so that it does not shoot an orb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beautific Vision&#039;&#039;&#039; will be used once more, except now it will explode both &#039;&#039;&#039;Starbirth Orbs&#039;&#039;&#039;. As a result, players must move as far away as possible from the orbs while also being mindful of Innocence&#039;s charge-path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;God Ray&#039;&#039;&#039; is a tri-directional AoE that fires from the arena centre in a pizza-slice formation. When used, there will be three thin safe-spots that players can stand in while the AoE fans out across the arena. However, this attack will be overlapped with &#039;&#039;&#039;Rightful Reprobation&#039;&#039;&#039; (hourglass pattern). Due to the noticeable delay with &#039;&#039;&#039;God Ray&#039;&#039;&#039;, players must resist the urge to dodge it too early. Be sure to wait until &#039;&#039;&#039;Rightful Reprobation&#039;&#039;&#039; has completed its two-part attack before ducking into a God Ray safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starbirth&#039;&#039;&#039; will now be overlapped by &#039;&#039;&#039;Winged Reprobation&#039;&#039;&#039; and &#039;&#039;&#039;Light Pillar&#039;&#039;&#039;. After spawning four orbs, &#039;&#039;&#039;Winged Reprobation&#039;&#039;&#039; will cover the arena in a set pattern of line-AoEs (twice in quick succession). During this, a player will be marked by the stack-line AoE of &#039;&#039;&#039;Light Pillar&#039;&#039;&#039;. Due to the presence of four orbs around the entire arena, players must work towards creating a safe-spot before Innocence can detonate them. To do so, players must first dodge the line-AoE&#039;s from &#039;&#039;&#039;Winged Reprobation&#039;&#039;&#039;, then move as a group towards an orb, bringing Innocence along with them. After doing so, the target of &#039;&#039;&#039;Light Pillar&#039;&#039;&#039; should aim the beam towards the opposite orb. If done correctly, this will explode the orb with no damage to the group, giving players a safe-spot they can use before Innocence inevitably casts &#039;&#039;&#039;Shadowreaver&#039;&#039;&#039;, detonating all remaining orbs.&lt;br /&gt;
&lt;br /&gt;
*From this point onward, Innocence will rotate through various mechanical combinations involving &#039;&#039;&#039;Starbirth&#039;&#039;&#039;, &#039;&#039;&#039;Drop of Light&#039;&#039;&#039;, &#039;&#039;&#039;Winged Reprobation&#039;&#039;&#039;, &#039;&#039;&#039;Rightful Reprobation&#039;&#039;&#039; and &#039;&#039;&#039;Rotating Swords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a visual representation of these mechanics and combos, be sure to check out MTQ&#039;s excellent video guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|HJJZpoWYwQs|The Crown of the Immaculate Guide}}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Immaculate Totem]]&lt;br /&gt;
*[[Immaculate Wingblade]]&lt;br /&gt;
*[[Innocent Gwiber Trumpet]]&lt;br /&gt;
*[[Faded Copy of Insanity]]&lt;br /&gt;
*[[Innocence Card]]&lt;br /&gt;
&lt;br /&gt;
===Accessories===&lt;br /&gt;
{{:Immaculate Accessories}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dancing_Plague_(Extreme)&amp;diff=281590</id>
		<title>The Dancing Plague (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dancing_Plague_(Extreme)&amp;diff=281590"/>
		<updated>2021-04-17T20:21:38Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dancing Plague}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Since the great sundering of the Source, life on the resulting shards was free to grow and evolve independent of outside influence. And yet, perhaps as an indication of a greater plan or a higher purpose, a series of coincidences occurred over the long years and centuries and millennia, resulting in the birth of certain individuals with no particular relation who are nevertheless eerily similar in every respect. &lt;br /&gt;
&lt;br /&gt;
Indeed, the minstreling wanderer has as powerful and vivid an imagination as any soul of the Source, and after listening attentively to your tale of [[Titania]], he has composed a ballad that would move a man with a heart of stone to weep bitterly, and a Warrior of Darkness to walk in her/his memories of a terrible trial, albeit one somewhat enhanced and embellished. As is a minstrel&#039;s wont.&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 15 allegory + 8 revelation&lt;br /&gt;
| entrance = The Crystarium&lt;br /&gt;
| entrance-coordinates = 7.5,12.5&lt;br /&gt;
| req-quest = Minstrel from Another Mother&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Welcome to our guide for The Dancing Plague (Extreme), otherwise known as Titania EX, which is one of various trials unlocked by talking with the Minstrelling Wanderer at level 80. The battle itself consists of 4 phases, each incorporating various different mechanics and overlapped combos. Should your team fail to kill Titania within a set amount of time, Titania will eventually wipe the raid via an unavoidable **Bright Sabbath**.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
&lt;br /&gt;
Like many trials, Titania EX will first introduce various mechanics that will overlap with others later during the battle. Below is a list of their common abilities, followed by a list of how they happen per phase (in order).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; - an unavoidable AoE (used at the very beginning of every pull) which will require group-wide healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; - Titania will ask: &amp;quot;Can you guess which one?&amp;quot;, indicating one of two possible mechanics that will spawn at Titania&#039;s hitbox. One possible mechanic is a large circular AoE (which players must run away from), while the other is a donut AoE (requiring players to stand within their hitbox). On hearing (or seeing) the above quote, players should pay attention to Titania&#039;s casting animation. If they spreads their wings, this indicates the circle-AoE, prompting players to run away as soon as possible. However, if their staff begins spinning around them in a circle motion, players should move close to Titania and be ready to stand within the donut-AoE safe-spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;During Phase 1, Titania will cast Phantom Rune in a particular order (circle, then donut), whereas later phases will involve Titania using them randomly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divination Rune&#039;&#039;&#039; - a vicious conal tank-buster that will be aimed at their primary target and blast across the arena. Tanks should make an effort to turn Titania away from the group while this is being cast. If this isn&#039;t possible for any reason, non-tanks should always avoid being directly in front of them whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039; - tethers tanks and healers to random damage-dealers, forcing them to snap the tether by stretching it as far as possible (similar to the tether encountered in &#039;&#039;&#039;The Vault&#039;&#039;&#039; dungeon). This mechanic will be used numerous times throughout the encounter, usually during (or before) specific combos. As a result, the group should pre-plan positions for individual players to run to (such as tanks and healers going North whilst damage-dealers run South).&lt;br /&gt;
&lt;br /&gt;
These mechanics (and various others) will overlap at different intervals throughout the encounter.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Titania will begin the encounter by casting &#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; (unavoidable AoE damage) followed by &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039;, forcing players to move out of a circle AoE. The second &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; (later in Phase 1) will involve the donut AoE. All &#039;&#039;&#039;Phantom Runes&#039;&#039;&#039; used after the first phase will then be entirely random.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mist Rune&#039;&#039;&#039; will be cast shortly after the above mechanics, forming 8 puddles around the arena (cardinally and diagonally). Due to being an 8-man encounter, it is wise to pre-plan positions for each party member before the battle so that everyone is assigned a specific puddle, preferably with a tank &amp;amp; healer on opposite sides. Players must move to their assigned puddle and stand within it until the animation has complete, as failure to do so will spawn a &#039;&#039;&#039;Spirit of Dew&#039;&#039;&#039; (add) and leave one less puddle for the next mechanic, &#039;&#039;&#039;Flame Rune&#039;&#039;&#039;. Assuming a player has stood within a puddle as the animation has completed, the puddle will remain in the battlefield, providing anyone who stands within it &#039;&#039;&#039;Fire Resistance Up&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flame Rune&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Mist Rune&#039;&#039;&#039;, summoning an unattackable &#039;&#039;&#039;Spirit of Flame&#039;&#039;&#039; which will target each Healer with a stack-marker. All players hit by the resulting mechanic will suffer &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and should split evenly between both marks, as double-stacking two markers will result in typically fatal damage thanks to debuff. It is wise to split the group into 2x4 players and stand within the West &amp;amp; East puddles.&lt;br /&gt;
&lt;br /&gt;
After dealing with &#039;&#039;&#039;Flame Rune&#039;&#039;&#039;, Titania will unleash a &#039;&#039;&#039;Divination Rune&#039;&#039;&#039; on the main-tank, followed closely by &#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039;. Assuming the party successfully deals with them, the battle will transition to phase 2 via &#039;&#039;&#039;Midsummer Night&#039;s Dream&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
After teleporting the group to a pleasant forest-themed arena, a new wave of mechanical introductions begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Rune&#039;&#039;&#039; will create a tether between Titania and a non-tank player, selecting them as the target for repeated AoE blasts which will inflict &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039; with each hit. Due to repeated resistance-down, taking more than one blast is typically fatal. The group must decide between passing to tether to a new player with each blast (until each individual player has taken a hit), or assigning a tank with an &#039;&#039;invulnerability cooldown&#039;&#039; (such as &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;, &#039;&#039;&#039;Superbolide&#039;&#039;&#039;, or &#039;&#039;&#039;Holmgang&#039;&#039;&#039;) to absorb 2-3 blasts before swapping it to others players (or another immunity-tank). Due to the slight AoE component, swapping the tether should be done as quick as possible so that the last victim has time to run far enough away before they take a second hit. As a result, the tethered player should move away from the group and stand still, allowing the next player to run to the tether and pick it up as soon as the tethered player has been blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fae Light&#039;&#039;&#039; is a triple-cast conal tank buster in quick succession. As a result, tanks may opt to keep their &#039;&#039;invulnerability cooldowns&#039;&#039; to absorb &#039;&#039;&#039;Fae Light&#039;&#039;&#039; instead of &#039;&#039;&#039;Thunder Rune&#039;&#039;&#039;. Alternatively, tanks can swap in between casts to share the overall damage. Unlike &#039;&#039;&#039;Divination Rune&#039;&#039;&#039;, &#039;&#039;&#039;Fae Light&#039;&#039;&#039; is a much smaller cone that will not travel across the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Growth Rune&#039;&#039;&#039; will mark two (usually random) corners of the arena with a multi-directional star-AoE telegraph. After a brief delay, rapidly growing brambles will sprout from the target location and grow in cardinal and diagonal directions, binding any victims caught in their path for their duration and inflicting a nasty damage-over-time. Due to the pattern, &#039;&#039;&#039;Growth Rune&#039;&#039;&#039; will always leave small triangular safe-spots around the arena that players must stand in to avoid being bound or afflicted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039; will also be cast at the same time as &#039;&#039;&#039;Growth Rune&#039;&#039;&#039;, forcing players to stretch their tether and break it before the arena is covered in brambles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divination Rune&#039;&#039;&#039; is cast after the above mechanical combo. While no different to previous casts, it will be used after players have attempted to break their tethers and move to the small safe-spots generated by &#039;&#039;&#039;Growth Rune&#039;&#039;&#039;. As a result, the tank must be wary if they are attempting to reposition Titania, as the following &#039;&#039;&#039;Divination Rune&#039;&#039;&#039; will potentially cleave the entire group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune&#039;&#039;&#039;, much like the &#039;&#039;&#039;Shiva&#039;&#039;&#039; trial, will spawn large, white, outlined circles around the entire arena (starting with a circle in the arena centre). Afterwards, circles will spawn in a clockwise or counter-clockwise motion around the arena-edges and later explode in the order they have spawned in. By standing in the circles that spawned late (or last), players can then move towards the centre once the earlier circles have exploded. All players who fail to avoid this mechanic will be smashed by moderate frost-damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uplift&#039;&#039;&#039; will drop circular AoE markers on all participants, forcing them to spread around the arena to avoid blasting fellow team-mates with the resulting AoE damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; is the last mechanic of the phase. As mentioned before, this mechanic will create either a circular AoE at Titania that players must retreat from or a donut AoE that players must run into.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
Having survived the random &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039;, Titania will become invulnerable and summon three tree-like mini-bosses (&#039;&#039;&#039;Mustardseed&#039;&#039;&#039;, &#039;&#039;&#039;Puck&#039;&#039;&#039; and &#039;&#039;&#039;Peaseblossom&#039;&#039;&#039;), each with their own individual mechanics. Both &#039;&#039;&#039;Puck&#039;&#039;&#039; and &#039;&#039;&#039;Peaseblossom&#039;&#039;&#039; need to be grabbed by an individual tank as soon as they spawn, and all three will be re-summoned into larger and far more powerful versions after they have initially been slain. Throughout the entire add phase, Titania will be charging their power (as indicated by a duty-bar). Should their power reach 100 at any point, the entire raid will be wiped by &#039;&#039;&#039;Being Mortal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puck&#039;&#039;&#039; is capable of &#039;&#039;&#039;Gentle Breeze&#039;&#039;&#039; (line-AoE attack), &#039;&#039;&#039;Pummel&#039;&#039;&#039; (physical tank-buster that applies &#039;&#039;&#039;Blust Resistance Down&#039;&#039;&#039;), &#039;&#039;&#039;Puck&#039;s Breath&#039;&#039;&#039; (a stack marker focused on a random non-tank member of the group), &#039;&#039;&#039;Puck&#039;s Caprice&#039;&#039;&#039; (raid-wide AoE), and &#039;&#039;&#039;Puck&#039;s Rebuke&#039;&#039;&#039; (a mechanic that will eventually divide the arena into two safe-spots while a large AoE in the arena centre knock players backward. Players must stand as close to the circle as possible, but not within it, as this will result in instant death as soon as it is cast).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Peaseblossom&#039;&#039;&#039; is capable of &#039;&#039;&#039;Peasebomb&#039;&#039;&#039; (AoE markers over four non-tank members of the group that require spreading out) and &#039;&#039;&#039;Hard Swing&#039;&#039;&#039; (a physical tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mustardseed&#039;&#039;&#039; is capable of &#039;&#039;&#039;Leafstorm&#039;&#039;&#039; (a conal AoE targetted at random players which contains lined safe-spots within) and &#039;&#039;&#039;Whispering Wind&#039;&#039;&#039; (an enrage mechanic capable of wiping the raid).&lt;br /&gt;
&lt;br /&gt;
Tanks should pick up &#039;&#039;&#039;Puck&#039;&#039;&#039; and &#039;&#039;&#039;Peaseblossom&#039;&#039;&#039; as soon as possible while the Healers and Damage-Dealers slay &#039;&#039;&#039;Mustardseed&#039;&#039;&#039; with all haste, as failure to do so will cause a raid-wipe via &#039;&#039;&#039;Whispering Wind&#039;&#039;&#039;. If successful, Titania will re-summon all three adds in giant form at three sides of the arena (and should be tanked + killed in the exact same order as before). &lt;br /&gt;
&lt;br /&gt;
This time, however, mini-boss mechanics will become larger, more damaging, and more chaotic.&lt;br /&gt;
&lt;br /&gt;
The most noteworthy aspect of this phase is &#039;&#039;&#039;Puck&#039;s Rebuke&#039;&#039;&#039;, as this will spawn a circular telegraph in the centre of the arena that will knock players towards (or even over) the edge of the arena, and even kill players outright if they stand within the circular telegraph. Additionally, vines will spawn in two opposite corners of the arena and blast line-AoEs across the arena edges. On top of that, players will also have to deal with &#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to the knockback component of &#039;&#039;&#039;Puck&#039;s Rebuke&#039;&#039;&#039; and the risk of falling out of the arena, players must quickly position themselves so that they are knocked away from their tethered partner to break the tether (without being knocked into the vine AoEs), preferably in a similar fashion to how they do it normally (DPS south, Healers &amp;amp; Tanks north). Trying to break the tethers manually will often result in players too far from the circle-telegraph being punted out of the arena and plummeting to their immediate death, or being annihilated by the corner-spawned vines.&lt;br /&gt;
&lt;br /&gt;
Assuming the team successfully slay all three re-summoned adds before Titania reaches 100 power, the final phase begins after raid-wide damage relative to Titania&#039;s power-bar.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase involves various mechanical combos that players will now be very familiar with. Bear in mind that players must still kill Titania before they enrage, as this will result in a final &#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; that will destroy the entire group and reset the battle.&lt;br /&gt;
&lt;br /&gt;
Mechanics and combos (in oder) include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mist Rune &amp;amp; Phantom Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flame Rune &amp;amp; Growth Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; (Random).&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Fae Light&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Uplift&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Growth Rune &amp;amp; Chain of Brambles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; (Random).&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divination Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; (Enrage).&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[King Totem]]&lt;br /&gt;
*[[Dancing Wing]]&lt;br /&gt;
*[[Fae Gwiber Trumpet]]&lt;br /&gt;
*[[Faded Copy of What Angel Wakes Me]]&lt;br /&gt;
*[[Titania Card]]&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{{:The King&#039;s Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Cloud_Deck&amp;diff=281589</id>
		<title>The Cloud Deck</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Cloud_Deck&amp;diff=281589"/>
		<updated>2021-04-17T20:20:55Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Cloud Deck (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Intelligence from [[Werlyt]] indicates that a previously unknown Weapon is laying waste to the VIIth Imperial Legion&#039;s headquarters. Though it seems improbable that the warmachina could turn against its creators, a letter left by Allie reveals her intention to commandeer the Weapon and rescue her brother [[Alfonse]] from the imperials. Together with [[Gaius]] and [[Cid]], you formulate a strategy not to destroy, but to capture the rampaging machine before any harm can come to its pilot.&lt;br /&gt;
| image = The Cloud Deck.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 495&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 12 Allegory + 8 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Duty in the Sky with Diamond&lt;br /&gt;
| patch = 5.5&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Complete the level 80 quest [[Duty in the Sky with Diamond]] by speaking to [[Resistance Officer]] in [[The Lochs]] (X:11.3 Y:22.5). Pre-requisite quest is [[In Memory]].&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[The Diamond Weapon Card]]&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:The Cloud Deck2.jpeg&lt;br /&gt;
File:The Cloud Deck1.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=281588</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=281588"/>
		<updated>2021-04-17T20:20:18Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Castrum Marinum (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The liberation of [[Terncliff]] has led to the discovery of vital information regarding the Weapon project. A warmachina code-named “Emerald” is believed to have escaped by sea to an imperial installation, so you and [[Gaius]] make your way to [[Castrum Marinum]], one of two likely locations. Retrieved data suggests that your foe is armed with floating manipulators, though how exactly these will be employed in battle remains to be seen.&lt;br /&gt;
| image = Castrum Marinum.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 485&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 12 Allegory + 8 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Blood of Emerald&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Complete the level 80 quest [[Blood of Emerald]] by speaking to [[Resistance Officer]] in [[The Lochs]] (X:11.3 Y:22.5). Pre-requisite quest is [[Sleep Now in Sapphire]].&lt;br /&gt;
&lt;br /&gt;
==Emerald Weapon: Phase 1 Abilities==&lt;br /&gt;
&lt;br /&gt;
Your showdown with the iconic Emerald Weapon - another popular boss from Final Fantasy VII - takes place within a circular arena, surrounded by a fatal drop. Any player who walks (or is pushed over) the edge will suffer an immediate KO but can be revived after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Shot&#039;&#039;&#039; - causes Emerald Weapon to blast its primary target with a mild tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Beam&#039;&#039;&#039; - the Emerald weapon projects two cone-shaped AoE&#039;s from its front and rear that will eventually begin to rotate in the direction shown via a marker around its hitbox. Additionally, a point-blank AoE will also be dropped by the Emerald weapon just before the beams begin to rotate. Said point-blank AoE will shortly be followed by outward-traveling rings of AoE&#039;s, forcing the raid to not only move in a circle to avoid the rotating beams, but also step between the outward travelling set of AoE&#039;s as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once &#039;&#039;&#039;Emerald Beam&#039;&#039;&#039; has concluded, the outer edge of the arena will collapse, shrinking the playing field.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Magnetism&#039;&#039;&#039; - creates explosive mines within the arena that are telegraphed with large circular AoE&#039;s, indicating the radius that will be affected by their upcoming explosions. Before exploding, however, two of the mines will be tethered together with the magnet-mechanic (i.e, plus &amp;amp; minus symbols), indicating that the tethered mines will eventually be pushed apart or pulled together beforehand. As a rule of thumb, players should identify which of the mines are unaffected by magnets and/or identify the direction in which tethered mines will be pushed or pull, using this information to identify which area will be safe to stand in before they explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - unleashes unavoidable raid-wide damage, similar to the Ruby Weapon encounter in Cinder Drift.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Split&#039;&#039;&#039; - the Emerald Weapon will split in half, leaving behind its upper body, whilst the lower half disappears from the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sidescathe&#039;&#039;&#039; - after a brief delay, one half of the arena will be blasted by a wave of laser beams from one Emerald Weapon&#039;s wings, indicated by said half of the arena being marked with an obvious telegraph. Simply run to the unmarked side of the arena to avoid the blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drop-Down&#039;&#039;&#039; - creates a large knock-back telegraph (blue circle) within the arena. After a delay, the lower half of Emerald Weapon will slam into the marked area, knocking all players back from the circle. Like most knock-back circle mechanics, players should position themselves close to the edge of the circle beforehand and position themselves so that they are not punted out of the arena. As always, pushback immunity cooldowns can also be utilized if desired. Once the knock-back has concluded, the Emerald Weapon will reform into its original shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From here, mechanics will essentially begin to repeat with some new additions and complications. For starters, the next &#039;&#039;&#039;Emerald Beam&#039;&#039;&#039; will cause an outer portion of the arena to fall away, shrinking the battlefield (much like the Titan&#039;s &#039;&#039;&#039;Geocrush&#039;&#039;&#039; in [[The Navel]]).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Hands&#039;&#039;&#039; - summons flying mechanical hands that will float within the arena, followed shortly by a donut-AoE telegraph. Whenever you see the mechanical hands enter the fray, prepare to run into Emerald Weapon&#039;s hitbox to avoid their upcoming assault.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divide Et Impera&#039;&#039;&#039; - a vicious tank-buster against Emerald Weapon&#039;s primary target, indicated by a red-circular marker around said target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039; - causes the Emerald Weapon to aim three straight-line AoE&#039;s at random targets numerous times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sidescathe + Emerald Hands&#039;&#039;&#039; - players will notice a wave of mechanical hands forming a semi-circle outside the arena. Eventually, each hand will release a slow-moving stream of glowing white orbs that will travel towards (and through) the arena centre that all players should avoid. Simultaneously, the Emerald Weapon will charge another &#039;&#039;&#039;Sidescathe&#039;&#039;&#039;, which will eventually blast one half of the arena (indicated by a telegraph). All players will need to avoid the blasted side of the arena whilst also weaving between waves of orbs, followed very closely by another &#039;&#039;&#039;Drop-Down&#039;&#039;&#039; (knock-back).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drop-Down&#039;&#039;&#039; - creates another blue-circle marker within the arena, indicating that the lower-half of Emerald Weapon will soon inflict another knock-back. Considering that the arena has shrunk in size since the first knock-back, players will need to be extra careful with their positioning, making every effort to avoid being punted over the edge to an early doom.&lt;br /&gt;
&lt;br /&gt;
Just like earlier, &#039;&#039;&#039;Drop-Down&#039;&#039;&#039; marks the end of a mechanical loop, causing Emerald Weapon to rinse-and-repeat the above mechanics until it has been damaged to 1% health. From here, a brand new phase begins. Just like the encounter with Ruby Weapon, reaching the next phase of the battle creates a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;, meaning that if you wipe for any reason, the fight will now resume from the second phase rather than force you to start at the very beginning of the battle.&lt;br /&gt;
&lt;br /&gt;
==Emerald Weapon: Phase 2 Abilities==&lt;br /&gt;
&lt;br /&gt;
The battle resumes within a square-shaped arena, surrounded by a bright blue-glowing wall of energy that players should avoid touching at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divide Et Impera #2&#039;&#039;&#039; - the vicious (red-marked) tank-buster from earlier, except this time, it will also emit cone-AoE&#039;s in the direction of all other players whenever it is cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primus Terminus Est&#039;&#039;&#039; - marks three players with pushback markers - bright blue columns with a directional arrow. After a delay, all marked players will drop a column AoE and be violently shoved in the indicated direction. Bear in mind that any unmarked player caught in the column will also suffer a knockback. Before the pushback takes place, three circular AoE&#039;s will also spawn in the direction of the pushback. As a result, marked players will need to ensure that they do not stack on top of each other, avoid clipping other members of the raid with their column AoE, and also position themselves so that they are not knocked into the outer-wall or the circle AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secundus Terminus Est&#039;&#039;&#039; - causes all participants to be marked with a variation of white &amp;quot;+&amp;quot; or &amp;quot;x&amp;quot; shaped markers. After a delay, AoE telegraphs (in the shape of each player&#039;s marker) will be fired from their location(s). For example, if you have a &amp;quot;+&amp;quot; marker and stand in the centre of the arena, straight-line telegraphs will be fired in a + shape from that location. Due to the volume of AoE&#039;s and directions, players should coordinate themselves so that they do not cover the arena too heavily. For example, having all players stack loosely within a corner will ensure that there will be wide safe-zones to use afterwards, whereas if players stand in a more randomized fashion, safe-spots (if any) will be harder to identify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tertius Terminus Est&#039;&#039;&#039; - causes three pairs of swords to drop into the arena, one after the other. Each pair of swords (in the order they were dropped) will eventually fire straight-line AoE&#039;s across the arena in an &amp;quot;x&amp;quot; shaped pattern. However, they will not detonate until all three pairs of swords have dropped, giving the impression that nowhere is safe. To avoid being hit, players should memorize which pair of swords dropped first and stand within the line of fire of the swords that dropped last, giving them time to allow earlier swords to fire and provide safe-spots that can be used to avoid follow-up blasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legio Phantasmatis&#039;&#039;&#039; - causes the Emerald Weapon to disappear from the arena, leaving behind an image of &amp;quot;Black Wolf&amp;quot; (Gaius van Baelsar), an add that should be picked up by a tank as soon as possible. Shortly after, the Black Wolf&#039;s Image will also summon an army of imperial legion images outside of the arena that will eventually form a firing line at one edge of the battlefield. Once the firing line has been formed, straight-line AoE&#039;s will soon be shot across the arena from each line of soldiers, one after the other. &lt;br /&gt;
&lt;br /&gt;
Note that one solider will be missing from each of the three firing lines - one missing at the front, one missing in the middle, and one missing in the back - forming a &amp;quot;/&amp;quot; or &amp;quot;\&amp;quot; shape. As such, players should first identify the missing soldier near the front and stand in that firing lane, then side-step into the lane with a soldier missing from the second line (and so on) until all three lines have fired their shot.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards, so be sure to maintain as much uptime as possible throughout the ordeal.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the firing squad, Emerald Weapon will enter a mechanical loop, repeating the above list of mechanics until the boss has been defeated, or you wipe. Good luck!&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:Castrum Marinum2.jpg&lt;br /&gt;
File:Castrum Marinum1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice&amp;diff=281587</id>
		<title>The Seat of Sacrifice</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice&amp;diff=281587"/>
		<updated>2021-04-17T20:19:46Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Seat of Sacrifice (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = “If you would usher in the end, then with my all shall I oppose you”─so spoke [[Elidibus]] as he took unto himself the power of champions from beyond the rift to arise as the self-proclaimed Warrior of Light incarnate. Yet as resolutely as your foe believes in his cause, so too do you believe in yours, and thus Light and Darkness must collide. Invoking the ancient magick imbued with the memories of [[Azem]], the forgotten final member of the [[Convocation of Fourteen]], you summon the stars to your side and prepare to face your foe in a battle to steer the very course of the world.&lt;br /&gt;
| image = The Seat of Sacrifice.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 465&lt;br /&gt;
| ilvl-sync = N/A&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 12 Phantasmagoria + 7 Allegory&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Hope&#039;s Confluence&lt;br /&gt;
| patch = 5.3&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Complete the level 80 quest [[Hope&#039;s Confluence]] by speaking to [[Crystal Exarch]] in [[The Crystarium]] (X:12.7,Y:11.2). Pre-requisite quest is [[The Converging Light]].&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|MLCopmT_6fk|400|right|The Seat of Sacrifice Trial Guide}}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: If a DPS player uses a Limit Break on the Warrior of Light at any point during the fight, he will use &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039; to make himself &#039;&#039;&#039;Invulnerable&#039;&#039;&#039; for 8 seconds, nullifying all damage and wasting the charges. This can be avoided by using the Limit Break while the boss is busy casting an ability.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
* &#039;&#039;&#039;Terror Unleashed&#039;&#039;&#039;: Reduces the entire party&#039;s HP to 1 and inflicts &#039;&#039;&#039;True Walking Dead&#039;&#039;&#039;, which will kill affected players when the debuff&#039;s timer runs out. The debuff must be removed by healing the player to full HP.&lt;br /&gt;
* &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039;: Four circle AoEs dropped below random players.&lt;br /&gt;
* &#039;&#039;&#039;Coruscant Saber&#039;&#039;&#039;: One of two attacks with identical tells up until the telegraph for the attack appears halfway through the cast.&lt;br /&gt;
** Ring AoE that leaves only the center of the Warrior of Light&#039;s hitbox safe.&lt;br /&gt;
** Circle AoE around the Warrior of Light.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Fire III&#039;&#039;&#039;: Marks each player with a &amp;quot;pause&amp;quot; marker above their head. After the marker goes away, each player will take minor damage and be inflicted with &#039;&#039;&#039;Pyretic&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Blizzard III&#039;&#039;&#039;: Marks each player with a &amp;quot;play&amp;quot; marker above their head. After the marker goes away, each player will take minor damage and be inflicted with &#039;&#039;&#039;Deep Freeze&#039;&#039;&#039; unless they are moving when the attack goes off.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Absolute Blizzard/Fire III&#039;&#039;&#039;: Imbues the Warrior of Light&#039;s next attack with an untelegraphed version of the listed spell.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscant&#039;&#039;&#039;: An imbued version of &#039;&#039;&#039;Coruscant Saber&#039;&#039;&#039;. Functions identically to how it previously did, but with the added effect of casting &#039;&#039;&#039;Absolute Blizzard III&#039;&#039;&#039; or &#039;&#039;&#039;Absolute Fire III&#039;&#039;&#039; at the same time.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039;: The room will darken and a sword of light will appear to cut a triangle into the floor. When the sword finishes, the interior of the triangle will deal extreme damage to anyone standing in it.&lt;br /&gt;
* &#039;&#039;&#039;Summon Wyrm&#039;&#039;&#039;: Summons a shadowy Bahamut on the north edge of the arena that will attack half of the arena with &#039;&#039;&#039;Dive Bomb&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Bitter End&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive&#039;&#039;&#039;: High damage to the entire party.&lt;br /&gt;
* &#039;&#039;&#039;Ascendance&#039;&#039;&#039;: Deals light damage and traps the entire party in &#039;&#039;&#039;Fetters&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Teleport&#039;&#039;&#039;: Forcibly teleports the entire party into the Aetherial Rift.&lt;br /&gt;
&lt;br /&gt;
====The Rift====&lt;br /&gt;
* While inside the rift between worlds, players must perform an Active Time Maneuver to escape their fetters. To succeed, the players have 15 seconds to repeatedly click the button and keep their &#039;&#039;&#039;Will of Defiance&#039;&#039;&#039; meter from dropping to 0. So long as there&#039;s &#039;&#039;anything&#039;&#039; in the meter when the timer reaches zero, you succeed. &#039;&#039;&#039;If &#039;&#039;any&#039;&#039; player fails the event, the entire party wipes&#039;&#039;&#039;. If any players are dead when this phase starts, they will be automatically revived to full HP to participate in the Active Time Maneuver.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
* The spirit of a &#039;&#039;&#039;Familiar Ascian&#039;&#039;&#039; appears before the Warrior of Light and returns the party to the arena as well as bestowing them three bars of Limit Break. In response, the Warrior of Light will call upon the &#039;&#039;&#039;Specters of Light&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Crossover&#039;&#039;&#039;: The Warrior of Light will gain a &#039;&#039;&#039;Level 4 Limit Break&#039;&#039;&#039; and unleash it upon the party. &#039;&#039;&#039;A Level 3 Tank Limit Break is required to survive this attack&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Specter of Light&#039;&#039;&#039;: The Warrior of Light summons untargetable Specters of Light to perform attacks.&lt;br /&gt;
** &#039;&#039;&#039;Spectral White Mage&#039;&#039;&#039; and &#039;&#039;&#039;Spectral Black Mage&#039;&#039;&#039; will both use &#039;&#039;&#039;Twincast&#039;&#039;&#039;  and four meteor circles will gradually appear in the arena. Two players are needed to stand in these circles to properly soak the damage, otherwise they inflict damage and &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; to the entire party.&lt;br /&gt;
** &#039;&#039;&#039;Spectral Dark Knight&#039;&#039;&#039; will use &#039;&#039;&#039;Brimstone Earth&#039;&#039;&#039; to create two expanding circle AoEs in opposite corners of the arena. A &#039;&#039;&#039;Spectral Bard&#039;&#039;&#039; will use &#039;&#039;&#039;Deluge of Death&#039;&#039;&#039;, placing a targeted proximity marker on one random player. The Warrior of Light will use &#039;&#039;&#039;Summon Wyrm&#039;&#039;&#039; as the Dark Knight uses his ability.&lt;br /&gt;
** &#039;&#039;&#039;Spectral Ninja&#039;&#039;&#039; will use &#039;&#039;&#039;Suiton: San&#039;&#039;&#039; to cause a tidal wave to appear on one edge of the arena to push players toward the opposite edge. As the tidal wave casts, the Ninja will use &#039;&#039;&#039;Katon: San&#039;&#039;&#039;, a stack marker on a random player.&lt;br /&gt;
** &#039;&#039;&#039;Spectral Summoner&#039;&#039;&#039; will summon four &#039;&#039;&#039;Spectral Egi&#039;&#039;&#039; Demi-Bahamuts that tether to random players as the Summoner casts &#039;&#039;&#039;Flare Breath&#039;&#039;&#039;. When the cast ends, the four Spectral Egi will launch a wide cone in the direction of their tether.&lt;br /&gt;
** &#039;&#039;&#039;Spectral Warrior&#039;&#039;&#039; will appear in the center of the arena and use &#039;&#039;&#039;Perfect Decimation&#039;&#039;&#039;, sending out two sets of four cone attacks from his position that, together, cover the entire arena. Remember which cones showed up first and wait for their attacks to go off.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Holy&#039;&#039;&#039;: Stack marker on a random player. Casts at the same time as the Spectral Bard&#039;s Deluge of Death.&lt;br /&gt;
* &#039;&#039;&#039;To the Limit&#039;&#039;&#039;: Gives the Warrior of Light Limit Break charges.&lt;br /&gt;
** &#039;&#039;&#039;Radiant Braver&#039;&#039;&#039;: Level 1 Limit Break. Cone attacks directed at three random players, marked with a red arrow over their heads.&lt;br /&gt;
** &#039;&#039;&#039;Radiant Desperado&#039;&#039;&#039;: Level 2 Limit Break. Line stack markers on both healers that resolve one after the other. Inflicts &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; to prevent stacking for more than one attack.&lt;br /&gt;
** &#039;&#039;&#039;Radiant Meteor&#039;&#039;&#039;: Level 3 Limit Break. Extremely large circle AoEs targeted on four random players.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039;: Now summons two swords with the same effects.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Shadowbringers Warrior of Light Card]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift&amp;diff=281586</id>
		<title>Cinder Drift</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift&amp;diff=281586"/>
		<updated>2021-04-17T20:19:08Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Cinder Drift (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Though the original [[Ultima Weapon]], piloted by [[Gaius van Baelsar]], was destroyed in the decisive battle at the [[Praetorium]], [[Garlemald]] has been secretly developing its successor. Now, this diabolical melding of [[Allagan]] and [[Garlean]] technologies has been deployed to annihilate those who would oppose the Empire. At the behest of none other than Gaius Baelsar himself, you cross the scorched battlefield of the [[Ghimlyt Dark]] to halt this crimson menace before it lays waste to [[Eorzea]].&lt;br /&gt;
| image = Cinder Drift.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = N/A&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 12 Phantasmagoria + 6 Allegory&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Ruby Doomsday&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Complete the level 80 quest [[Ruby Doomsday]] by speaking to [[Resistance Officer]] in [[The Lochs]] (X:36.4 Y:31.8). Pre-requisite quest is [[Old Enemies, New Threats]].&lt;br /&gt;
&lt;br /&gt;
==(Phase 1) Ruby Weapon&#039;s Abilities==&lt;br /&gt;
&lt;br /&gt;
Your showdown with the &#039;&#039;&#039;Mark III Anti-Eikon Warmachina&#039;&#039;&#039; - otherwise known as The Ruby Weapon, an iconic boss from Final Fantasy VII - takes place within in a circular arena containing no death-walls or fatal drops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stamp&#039;&#039;&#039; - causes Ruby Weapon to stomp on its primary target with a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - unleashes unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground whilst hovering in the air, forming eight cracks in the floor which begin travelling in cardinal and inter-cardinal directions, alternating between long and short distances - long cracks reaching the outer edge of the arena, and short cracks stopping beyond halfway to the edges. Once the cracks finish travelling, Ruby Weapon unleashes &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; - spawns an AoE circle directly under Ruby Weapon. Shortly afterward, AoE circles will also appear at the end of all eight cracks that were formed by &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;.  After a brief delay, all AoE circles explode, inflicting moderate damage and applying a stackable &#039;&#039;&#039;Vulnerability&#039;&#039;&#039; to anyone caught in the blast(s).&lt;br /&gt;
&lt;br /&gt;
At this point, Ruby Weapon will now cast either &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; at random.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Undermine&#039;&#039;&#039; - causes all cracks to explode after a brief delay, indicated by a glowing telegraph surrounding all crack-lines. To avoid, players must move away from the cracks or stand between them, as failure to do so will result in high damage and a stack of &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liquefaction&#039;&#039;&#039; - causes the entire arena to degrade into swirling quick-sand that slowly pulls all players into the ground. To avoid being dragged to an early grave, players must stand on the cracks.&lt;br /&gt;
&lt;br /&gt;
After casting one of these abilities, Ruby Weapon will retract its claws and the fight resumes as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; - causes Ruby Weapon to face a random player and charge up a massive straight-line AoE that will slaughter anyone standing in its path. As the name implies, &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; is indicated by a swelling of red energy. Once you see Ruby Weapon charging up, move behind it (or beside it) as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Helioclaw&#039;&#039;&#039; - causes Ruby Weapon to hover in the air and plant its flexible claws into the earth once more. While hovering, three AoE circles will form beneath Ruby Weapon, as well as a tri-lined &amp;quot;fan&amp;quot; pattern. After a brief delay, the AoE circles beneath Ruby Weapon will continuously explode while travelling in the direction of the pattern. To avoid, players should stand in-between the fan-lines and be ready to move away from the centre (initially), then inward as the circles begin travelling to the outside of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High-Powered Homing Laser&#039;&#039;&#039; - applies a stack-marker to two random players. As a result, the group will need to split in half to help soak each marker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039; - causes Ruby Weapon to leap to the outer edge of the battlefield and begin charging up. After a delay, Ruby Weapon will repeatedly dash across the arena in different directions, inflicting high damage to anyone caught in its path. Whilst charging up, telegraphs will display the order (and direction) of Ruby Weapon&#039;s flight, giving players a brief opportunity to discern safe locations. Anyone caught in Ruby Weapon&#039;s path will suffer high damage, and poor placement can easily result in taking multiple hits in a row. Watch out!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; - after completing its flight-path, Ruby Weapon will land in the arena and prepare the swipe the entire arena with its extended claws, indicated by a massive donut AoE. To avoid, players must move within Ruby Weapon&#039;s hitbox as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Homing Laser&#039;&#039;&#039; - marks the entire raid with large AoE circles, forcing everyone to spread out. After a brief delay, all circles will explode simultaneously for high damage. As always, make sure not to overlap other players with your own AoE circle.&lt;br /&gt;
&lt;br /&gt;
From here on, Ruby Weapon will cycle through all previously displayed abilities until the second &#039;&#039;&#039;Ravensflight&#039;&#039;&#039;. If not defeated by then, Ruby Weapon will begin to long-cast a special version of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;. If Ruby Weapon survives long enough to successfully cast &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the raid will be unavoidably wiped.&lt;br /&gt;
&lt;br /&gt;
If Ruby Weapon is defeated, players are treated to a transitional animation into a new phase. Unlike similar fights in the game, reaching the next phase serves as a checkpoint. As a result, wiping during the second phase will simply restart the fight at the beginning of the phase (rather than force the group to restart from the first phase).&lt;br /&gt;
&lt;br /&gt;
==(Phase 2) Nael van Darnus Abilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Project&#039;&#039;&#039; - starts a background timer that eventually leads to the summoning of Dalamud. The timer&#039;s progress will be indicated via text-comments throughout the course of the battle. Players will also notice the backdrop gradually undergoing various changes. At the timers climax, Dalamud crashes down into the background, resulting in a catastrophic spectacle that heavily damages the entire raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Personae&#039;&#039;&#039; - spawns two Nael-themed adds - each called &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; - which must be tanked away from each other, one add per tank. Whilst these adds are alive, Nael van Darnus will remain untargetable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; - causes all damage dealers to be marked with a blue-circle AoE shortly after the adds arrive. These circles will eventually inflict high damage to all marked players (and anyone else caught in their AoE circles), so be sure to spread out and avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven&#039;s Claw&#039;&#039;&#039; - causes both &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; adds to simultaneously assault their primary target with a devastating 5-hit tank-buster. Due to being a multi-hit combo rather than a single blow, tanks may be caught off-guard by the staggered damage. Make sure to utilize mitigation cooldowns!&lt;br /&gt;
&lt;br /&gt;
At this point, the group will have to contend with another batch of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; (AoE circles) and will very likely notice the change of atmosphere and background, with Dalamud fully visible as it hurtles towards the ground. By now, both adds should either be slain (or close to death), rendering Nael van Darnus targetable. Once Dalamud has fully descended, the entire raid will take tremendous damage. Assuming the raid survives, Nael will recast &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;, creating a new background timer that will lead to another summoning of Dalamud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; - causes Nael to summon an enormous meteor that will slowly descend into the battlefield over time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Comet&#039;&#039;&#039; - summons four comets that plummet into the arena (indicated by proximity markers), dealing damage to all players based on how close they are to the point(s) of impact. Due to falling in a circle around Nael, all players should move into her hitbox to avoid the brunt of the damage. Shortly after the comets have landed, players will notice the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; slowly reaching the arena centre. Players must hide behind fallen comets before the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; hits the ground - failure to do so results in a grisly demise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; - creates four small circle-telegraphs within the arena that will slowly move in a direction indicated by arrows within the circle. After travelling a short distance, comets will land at the final location. If a comet is allowed to hit the platform, the raid will immediately be wiped. To prevent this, players must &#039;catch&#039; the comets by standing within the circle-telegraphs after they have stopped moving. However, &#039;catching&#039; a comet will inflict continuous damage to the player and render them unable to act. Players who did not catch a comet will need to destroy the caught comets in order to save their teammates from being crushed to death. It is wise to have each tank catch a comet, then have free members of the raid destroy comets caught by any non-tanks first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bradamante&#039;&#039;&#039; - causes Nael to attack players via two straight-line AoEs. Simply move out of the telegraph(s) as soon as possible.&lt;br /&gt;
&lt;br /&gt;
By now, the &#039;&#039;&#039;Meteor Project Timer (2)&#039;&#039;&#039; will be nearing completion, causing Dalamud to descend once again and inflict massive raid-wide damage. Assuming the raid survives the ordeal, Nael van Darnus will refresh the timer with a third and final &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - causes Nael to repeatedly bombard the raid with unavoidable raid-wide damage until she is defeated. Players will have until Dalamud descends for the third time to achieve victory. If Nael has not been defeated by then, Dalamud&#039;s fall will obliterate the raid and force you to restart the fight from the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Ruby Weapon Card]]&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:cinder drift2.jpg&lt;br /&gt;
File:cinder drift1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dying_Gasp&amp;diff=281585</id>
		<title>The Dying Gasp</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dying_Gasp&amp;diff=281585"/>
		<updated>2021-04-17T20:18:10Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Minstrel&#039;s Ballad: Hades&#039;s Elegy}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = By [[Emet-Selch]]&#039;s own words, you are no one─nothing─your life a ghastly mockery of past perfection, utterly devoid of meaning. Yet despite his endless refutations of your worth, mankind has dreamed and struggled and survived. Even now, you fight to preserve your future, and spare two worlds from unimaginable destruction. &lt;br /&gt;
&lt;br /&gt;
The moment has come to make your stand, to call upon every last reserve of strength. Fight for those who shared your journey, and for those you met along the way. Fight for those who awaited your coming across the boundaries of time and space. From distant stars yet undimmed, you are joined by seven summoned champions, for only together can you hope to prevail against the staggering might of this ancient [[Ascian]]─the immortal and implacable Hades!&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 410&lt;br /&gt;
| ilvl-sync = N/A&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 10 Allegory + 5 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Shadowbringers (Quest)&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hades: Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|UfmOta0CC5M|400|right|The Dying Gasp Trial Guide }}&lt;br /&gt;
Your encounter with Emet-Selch (Hades) takes place within a circular arena overlooking the ruins of Amaurot, deep within the Tempest. Thanks to a small outer railing during the opening phase, players will be incapable of falling over the edge. However, the railing will eventually be destroyed as the fight progresses, meaning players can plummet to their doom if they stray too far. However, there are no notable knockback or movement-based attacks to consider at the time.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all Hades&#039; abilities and phases.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; - Hades slashes at his primary target with a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bad Faith&#039;&#039;&#039; - creates a large wall through the centre of the arena that reaches from one end of the platform to the other, with each half of the wall having spikes (arrows) protruding out in different directions. After a brief delay, the spikes will shoot across the platform in the direction they are pointing - one half firing north while the other fires south. To avoid being blasted, players should position themselves behind either side so that the spikes on that side are not pointing in their direction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double&#039;&#039;&#039; - a buff that causes Hades next &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; (see below) or &#039;&#039;&#039;Shadowspread&#039;&#039;&#039; to be double-cast. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; - targets 5 random players with purple AoE markers which will eventually explode, forcing them to spread apart to avoid overlap. Simultaneously, AoE (circle) telegraphs will also be dropped under the marked players feet, forcing them to move out of the way. Bear in mind that &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; can be &#039;&#039;&#039;Doubled&#039;&#039;&#039; - causing marked players to spawn a second circle beneath their feet after the first one they dropped has exploded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowspread&#039;&#039;&#039; - causes Hades to emit AoE cones in multiple direction, indicated by telegraphs of the floor. Simply dodge the highlighted areas to avoid taking damage. However, if &#039;&#039;&#039;Shadowspread&#039;&#039;&#039; is &#039;&#039;&#039;Doubled&#039;&#039;&#039;, Hades will follow-up the initial attack by emiting cones in the previously undetonated areas, forcing all players to side-step.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Broken Faith&#039;&#039;&#039; - causes a random pattern of aetheric (glowing blue) circles to slowly transcend from the sky into the arena. Once a circle touches the ground, it will detonate, searing anyone caught in their wake for moderate damage and also apply a stackable debuff. Keep in mind that the explosions are wider than the circles themselves. For reference, players can check the circular patterns on the arena floor to see how big the detonation will actually be. To avoid, simply avoid the first few circles until they detonate, then move into a previously detonated area away from other upcoming circle explosions. &lt;br /&gt;
&lt;br /&gt;
From here on, Hades will begin to cycle the previously utilized abilities (possibly with overlapped combinations) until his health has been reduced to 10%. Once sufficiently damaged, Hades will become untargetable while an add-phase begins.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
Whilst invulnerable, five waves of Ancients (adds) will be summoned into the arena. Simultaneously, a &#039;&#039;&#039;Fervor of the Ancients&#039;&#039;&#039; (Duty Guage) will slowly begin to fill-up, indicating Hades growing power. If the adds are not defeated before &#039;&#039;&#039;Fervor of the Ancients&#039;&#039;&#039; reaches 100 (max), the raid will be wiped.&lt;br /&gt;
&lt;br /&gt;
Throughout the add phase, players will also contend with multiple AoE markers at the same time as a stack-mechanic. As such, AoE marked players should spread out to avoid the raid, whereas unmarked players should stack with the stack-marked victim to help soak the damage. Assuming the raid successfully defeat all Ancients before the Duty Guage reaches maximum, Hades will unleash &#039;&#039;&#039;Ancient Dark IV&#039;&#039;&#039; - an unavoidable raid-wide AoE. So long as the Duty Guage is below &amp;lt;100, the raid can survive via mitigation and healing.&lt;br /&gt;
&lt;br /&gt;
Hades will lament his flesh-bound form and morph into something far more threatening. By successfully reaching this point, a checkpoint is created, ensuring that any future wipes will reset the fight back to the second phase rather than the very beginning.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&lt;br /&gt;
With Hades now in full form, the fight resumes with the arena shrouded in darkness and lacking the outer railing, meaning players can accidentally walk over the edge to their doom if not careful. Throughout the rest of the encounter, Hades will no longer be moveable, remaining rooted to the north of the arena with a much larger non-directional hit-box. Whilst in this form, the target with highest enmity (typically the tank) will be constantly peppered by ranged auto-attacks in-between all other mechanics, so beware.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanomachy&#039;&#039;&#039; - a frequently used raid-wide blast of darkness, keeping healers on their toes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstream&#039;&#039;&#039; - casts an untelegraphed attack that will blast through the centre of the arena in a column shape, indicated by a large ball of dark energy swirling in front of Hades&#039; face whilst casting. If you notice the animation, simply move to the east or west side of the platform to avoid the upcoming blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Strike #1&#039;&#039;&#039; - creates AoE circle markers on two players, forcing them to move away from the raid to avoid unnecessary overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Echoes of the Lost&#039;&#039;&#039; - causes Hades to noticeably lift one of his two arms and stretch it across the arena with an audible voice cue, such as &amp;quot;Meddlesome pests&amp;quot;. After a brief delay, he will use that arm to swipe across the arena, damaging and debuffing anyone who does not stand directly behind the out-stretched arm. Players will have a small amount of time to identify the raised arm and run behind it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; - an inverted version of &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; (see above). Hades will visibly raise both his arms and prepare to smash the east and west sides of the arena, leaving only a column through the centre (a straight line directly in front of him) as a safe spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellborn Yawp&#039;&#039;&#039; - targets both tanks (two highest enmity targets) with earthshaker markers, indicating that a cone-AoE will be aimed from Hades in the direction of each marker. Marked players can bait the attack in various ways, such as both tanks moving to the far sides so that a safe-spot is created in the centre, or stacking in the centre so that the sides of the arena remain safe, etcetera.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captivity&#039;&#039;&#039; - marks two random players with AoE circles. After a brief delay, both players (and anyone overlapped by the circles) will be forcibly sucked into the centre of the arena and entrapped within an &#039;&#039;&#039;Aetherial Gaol&#039;&#039;&#039;. While entrapped, players will be raised into the air and unable to move or act in any way, surrounded by a (targetable) glowing orb of darkness. All untrapped players will need to quickly destroy the &#039;&#039;&#039;Aetherial Goal&#039;&#039;&#039; to free their comrades. If this is not done before Hades casts &#039;&#039;&#039;Chorus of the Lost&#039;&#039;&#039;, all trapped players will be executed, regardless of their HP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Strike #2&#039;&#039;&#039; - targets the majority of the raid with a combination of plain AoE circles (yellow) and tethered AoE circles (purple) at the same time. To avoid, simply spread apart from other raid-members so that markers do not overlap other teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doom&#039;&#039;&#039; - causes five bright circles to appear within the arena. Simultaneously, the platform itself will visibly turn black, and all members of the raid will acquire an unavoidable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff. To cleanse the debuff, all circles will need to be occupied by at least one player. Once done, the raid will be cleansed of all &#039;&#039;&#039;Doom&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wall of the Lost&#039;&#039;&#039; - inflicts a telegraphed knockback from the centre of the arena after a brief delay. The knockback itself is relatively mild, though it still enough to punt players into the void if they remain too close to the arena edge.&lt;br /&gt;
&lt;br /&gt;
At this point, Hades will begin to loop the above mechanics with increased overlap until he has been brought to around 20% health.&lt;br /&gt;
&lt;br /&gt;
===The Finale===&lt;br /&gt;
&lt;br /&gt;
Once Hades has been sufficiently damaged, he will eventually chain all players via &#039;&#039;&#039;Life In Captivity&#039;&#039;&#039;, rendering them unable to move or act. After beseeching aid from his fallen brethren and calling upon the darkness once more, an &#039;&#039;&#039;Active Time Maneuver&#039;&#039;&#039; will commence. Much like most other active time maneuvers, players must continuously press buttons to fill up a meter before a timer runs out. If successful, the player will break free of their chains in a blaze of overflowing light, much to the chagrin of Hades, who curses Hydaelyn before his last-ditch effort to thwart the raid. However, should any player fail to fill the gauge during the active time maneuver, they will be instantly KO&#039;d instead.&lt;br /&gt;
&lt;br /&gt;
With the platform now shrouded in light, Hades will continuously cast &#039;&#039;&#039;The Dark Devours&#039;&#039;&#039;, omitting tremendous AoE damage and causing the platform to slowly be consumed by darkness with each cast. If Hades has not been defeated before the entire platform has been shrouded in darkness, all participants will begin to suffer from a continuous bleed debuff, and Hades himself will start to long-cast &#039;&#039;&#039;Black Cauldron&#039;&#039;&#039; - causing a full raid-wipe if the cast goes off.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Crown_of_the_Immaculate&amp;diff=281584</id>
		<title>The Crown of the Immaculate</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Crown_of_the_Immaculate&amp;diff=281584"/>
		<updated>2021-04-17T20:17:45Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Crown of the Immaculate (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Traversing the body of the giant [[Talos]], born of the collective hopes of the realm&#039;s peoples, you have carved a path to [[Vauthry]]&#039;s sanctuary. There, you corner the unrepentant Vauthry, who declares his intent to expunge you and rule over creation as an immaculate being. At struggle&#039;s end, will man live a waking dream in a false paradise, or will he live a painful existence in a harsh reality, yet be free to follow his own heart? Beneath a blazing sky, the battle for the fate of the world will unfold...&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 79&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = 420&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Extinguishing the Last Light&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|-Y8lOvBr7Qk|400|right|The Crown of the Immaculate Guide}}&lt;br /&gt;
===&#039;&#039;&#039;Phase 1&#039;&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Realmrazer:&#039;&#039;&#039; Moderate party-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Heavenly Host:&#039;&#039;&#039; Summons one &#039;&#039;&#039;Forgiven Venery&#039;&#039;&#039; and four &#039;&#039;&#039;Forgiven Shame&#039;&#039;&#039; adds.&lt;br /&gt;
** &#039;&#039;&#039;Scold&#039;s Bridle:&#039;&#039;&#039; Cast by Forgiven Shame, deals moderate party-wide damage.&lt;br /&gt;
** &#039;&#039;&#039;Holy Sword:&#039;&#039;&#039; Cast by Forgiven Venery, a relatively weak tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Day Break:&#039;&#039;&#039; Ground-targeted Circle AoE below each DPS.&lt;br /&gt;
* &#039;&#039;&#039;Sinsphere:&#039;&#039;&#039; Four meteor AoEs. Each circle must have a player in it to soak the damage, otherwise the damage is spread to the entire party.&lt;br /&gt;
* &#039;&#039;&#039;Enthrall:&#039;&#039;&#039; Used at the same time as Sinsphere. Gaze attack that inflicts &#039;&#039;&#039;Confusion&#039;&#039;&#039; on players hit.&lt;br /&gt;
* &#039;&#039;&#039;Guiding Light:&#039;&#039;&#039; Used after the second cast of Heavenly Host. Bestows &#039;&#039;&#039;Vauthry&#039;s Blessing&#039;&#039;&#039; to the adds, increasing their damage.&lt;br /&gt;
* &#039;&#039;&#039;Exalted Wing:&#039;&#039;&#039; Used just prior to phase 2. Deals moderate party-wide damage every few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Exalted Plumes:&#039;&#039;&#039; The final hit of Exalted Wing. Deals moderate party-wide damage and inflicts &#039;&#039;&#039;Down for the Count&#039;&#039;&#039; on the entire party as the fight moves into Phase 2:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Phase 2&#039;&#039;&#039;===&lt;br /&gt;
* Innocence is fully healed as the phase begins. In this form, Innocence&#039;s attacks hit harder.&lt;br /&gt;
* &#039;&#039;&#039;Righteous Bolt:&#039;&#039;&#039; Tankbuster&lt;br /&gt;
* &#039;&#039;&#039;Winged Reprobation:&#039;&#039;&#039; Innocence embeds two swords into the arena which launch three sets of three Line AoEs in symmetrical patterns.&lt;br /&gt;
* &#039;&#039;&#039;Rightful Reprobation:&#039;&#039;&#039; Innocence moves to the center of the arena and sends out eight swords as Line AoEs. After the attack, the swords will linger for a few seconds before returning to Innocence as Line AoEs. Getting hit by either part of the attack inflicts &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Soul and Body:&#039;&#039;&#039; S-shaped AoE that rotates. Move to stay ahead of the attack or stand in one of the two safe zones within the AoE.&lt;br /&gt;
* &#039;&#039;&#039;Shadowreaver:&#039;&#039;&#039; High party-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Flaming Sword:&#039;&#039;&#039; Innocence becomes untargetable and begins building an &#039;&#039;&#039;Immaculate Authority&#039;&#039;&#039; meter. The same five adds will spawn again, but the Forgiven Venery will be shielded.&lt;br /&gt;
** &#039;&#039;&#039;Holy Sword:&#039;&#039;&#039; Forgiven Venery will tether to each of the Forgiven Shame adds, one at a time. If the tethered Forgiven Shame isn&#039;t killed before the cast goes off, the Shame will be sacrificed to cast &#039;&#039;&#039;Guilty Verdict&#039;&#039;&#039;, dealing moderate party-wide damage and inflicting a stack of &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. Once the Forgiven Shames have been dealt with, Forgiven Venery will drop its shield and become targetable.&lt;br /&gt;
** &#039;&#039;&#039;Manacle:&#039;&#039;&#039; Ground-targeted Circle AoEs cast by Forgiven Shame.&lt;br /&gt;
** If the Immaculate Authority meter reaches 100, Flaming Sword will wipe the party. If Forgiven Venery was allowed to sacrifice too many Shames, the stacks of debuff will cause Flaming Sword to deal lethal damage to the party even if the meter was stopped early.&lt;br /&gt;
* &#039;&#039;&#039;God Ray:&#039;&#039;&#039; Innocence moves to the center of the arena and casts three Cone attacks that hit in three parts (melee range, then mid-range, then long range). Cast three times in a row, with each subsequent cast hitting where a safe area was in the last.&lt;br /&gt;
* &#039;&#039;&#039;Light Pillar:&#039;&#039;&#039; Line-up Stack on a random player.&lt;br /&gt;
* &#039;&#039;&#039;Beatific Vision:&#039;&#039;&#039; Proximity-based Line. Innocence moves to the edge of the arena and charges through to the other side. The closer the player is to the charge path, the more damage they take.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Innocence Card]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dancing_Plague&amp;diff=281583</id>
		<title>The Dancing Plague</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dancing_Plague&amp;diff=281583"/>
		<updated>2021-04-17T20:17:18Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dancing Plague (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The white dress, the shell crown, the stone scepter, the crystal shoes... Having acquired the four fae relics through considerable effort, you now stand ready to break the seal over [[Lyhe Ghiah]] and confront the Lightwarden of [[Il Mheg]]─the fallen faerie king, [[Titania]]. Yet even as you hunt the sin eater, you are in turn hunted by the forces of [[Eulmore]], who have thrown all caution to the wind and march resolutely on the faerie kingdom...&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 73&lt;br /&gt;
| level-sync = 74&lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Acht-la Ormh Inn&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|x2BZP0IsBag|400|right|Video guide by MTQcapture}}&lt;br /&gt;
&lt;br /&gt;
The fight against Titania mainly consists of dealing with several &amp;quot;Rune&amp;quot; named abilities, as well as two consecutive add phases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the first 30% of the fight, Titania will use the following abilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divination Rune:&#039;&#039;&#039; A frontal cone Tankbuster that hits for ~80k unmitigated. As always don&#039;t be in front of the boss unless tanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bright Sabbath:&#039;&#039;&#039; Unavoidable party-wide AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phantom Rune:&#039;&#039;&#039; This will either be a floor pattern that causes you to stack under Titania, or one that asks you to move away from them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Rune:&#039;&#039;&#039; This has no cast bar but the spell causes 4 pools of water to spawn in the middle of the arena. These do not deal damage but provide you with a Fire Resistance buff if stood in for 5s. See Flame Rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Rune:&#039;&#039;&#039; Titania will cast this after Water Rune has been in effect for ~15s. It will place a fiery fist in the air at the centre of the arena. After another short delay it will cause a marker to appear around a player. You need to stack on that player AND stand in a pool of water together to both share the damage and all benefit from the Fire Resistance buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At 70% HP Titania will cast &amp;quot;Midsummer Nights Dream&amp;quot; which will cover the arena in grass and introduce new abilities and adds to the fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Growth Rune:&#039;&#039;&#039; This is cast right after the phase transition and displays a star marker in the centre of the arena. After a delay, roots will spread in the direction of the marker and stun anyone caught in them, also causing damage over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frost Rune:&#039;&#039;&#039; Several circle markers will appear in the air over the arena in a delayed pattern. Once the arena is covered they will trigger in the order they were cast causing large amounts of damage. Move into the safe zones once the rune has triggered. This is followed instantly by Mist Rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mist Rune:&#039;&#039;&#039; Places AoE markers under select players. Spread and do not overlap in order to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Add Phase&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At 50% HP Titania will become immune, summon 3 Treant adds and disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Puck:&#039;&#039;&#039; Puck is the most dangerous of the 3 adds. He has a swipe attack called &amp;quot;Hard Swipe&amp;quot; which hits for ~80k unmitigated damage. This hits in a non-telegraphed area in front of him reminiscent of 111-tonze swipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peaseblossom:&#039;&#039;&#039; Peaseblossom also has a slam attack which deals a reasonable amount of damage, but not as much as Puck. This is also targeted at the person currently tanking him. So that this slam and Puck&#039;s swipe do not overlap it is recommended that separate tanks take these two adds. Peaseblossom also uses Peasebomb which places AoE markers to avoid on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mustardseed:&#039;&#039;&#039; Mustardseed is the simpler of the 3. He deals damage in the form of line markers directly in front of him. Stand in the safe spots in between the lines.&lt;br /&gt;
&lt;br /&gt;
In which order you deal with these adds is up to your group. Killing Puck first reduces the damage considerably on 1 tank and minimises the chance of DPS getting hit by swipe. Killing Mustardseed first will reduce the movement needed by the group and possibly overall party damage. Peaseblossom mixes the two in smaller amounts but none of the three have huge amounts of health.&lt;br /&gt;
&lt;br /&gt;
Once the adds are defeated, Titania will appear, resurrect them and cause them to become giants standing at the northern, eastern and western points of the arena. The adds retain their abilities and act in the same way as before, their skills dealing more damage and requiring more precise movement. Mustardseed will stretch his lines from his edge to the other, Peaseblossom has larger, more frequent AoE markers for Peasebomb and Puck will use &amp;quot;Puck&#039;s Breath&amp;quot; to deal considerable damage to the tank.&lt;br /&gt;
&lt;br /&gt;
During this phase Titania will appear in the middle and use a spell causing directional markers to appear on the ground facing away from the middle that will push you in this direction once cast. &#039;&#039;&#039;Standing in the middle circle is a OHKO&#039;&#039;&#039;. Stand as close as you can to the middle without being in it to reduce the distance you are pushed.&lt;br /&gt;
&lt;br /&gt;
Once you have, again, defeated the adds Titania will cast Being Mortal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being Mortal:&#039;&#039;&#039; This is an unavoidable party-wide AoE. During the add phase Titania has a separate power bar called &amp;quot;Titania&#039;s Power&amp;quot;. This increases steadily as the phase goes on and the total amount at the end of the phase will determine the damage of Being Mortal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Until the end of the fight you must now remember and take care of all of Titania&#039;s abilities &#039;&#039;&#039;NOT&#039;&#039;&#039; including any add related abilities.&lt;br /&gt;
&lt;br /&gt;
They will use several &#039;&#039;&#039;Growth Runes&#039;&#039;&#039; to cover most of the arena. They will also use &#039;&#039;&#039;Water Rune&#039;&#039;&#039; and &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; to throw your movement off followed by &#039;&#039;&#039;Flame Rune&#039;&#039;&#039;. Remember to heal the group through &#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; and the tank through &#039;&#039;&#039;Divination Rune&#039;&#039;&#039;. Stack in the &#039;&#039;&#039;Water Rune&#039;&#039;&#039; for &#039;&#039;&#039;Flame Rune&#039;&#039;&#039; and be careful of &#039;&#039;&#039;Frost Rune&#039;&#039;&#039; followed by &#039;&#039;&#039;Mist Rune&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lots of abilities later Titania will finally fall and you can now move on in the Shadowbringers MSQ.&lt;br /&gt;
&lt;br /&gt;
Good Luck.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titania Card]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes_(Extreme)&amp;diff=281582</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=281582"/>
		<updated>2021-04-17T20:16:31Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|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 = ???&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;
| roulette = Trial&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 4.5&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*Requirement: After completing [[The Wreath of Snakes]], speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6, Y:12.6).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
&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;
&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;
&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).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Seiryu Card]]&lt;br /&gt;
*[[Seiryu Totem]]&lt;br /&gt;
*[[Seiryu&#039;s Scale]]&lt;br /&gt;
*[[Hallowed Kamuy Fife]] - [[Hallowed Kamuy]]&lt;br /&gt;
*[[Faded Copy of From the Dragon&#039;s Wake]]&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{{see also|Seiryu Weapons}}&lt;br /&gt;
{{:Seiryu Weapons}}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Seiryu&#039;s Shield]]||[[File:seiryus shield icon1.png]]||70||395||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||1423||1423||0||align = &amp;quot;left&amp;quot; |[[Strength]] +111, [[Vitality]] +125, [[Critical Hit]] +98, [[Tenacity]] +69&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=281581</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=281581"/>
		<updated>2021-04-17T20:16:01Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|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 = &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;
| roulette = &lt;br /&gt;
| entrance = Kugane&lt;br /&gt;
| entrance-coordinates = 11.6,12.6&lt;br /&gt;
| tomestones = 25 Poetics&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;
}}&lt;br /&gt;
&lt;br /&gt;
*Requirement: After completing [[Hells&#039; Kier]], speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
&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;
&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;
&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;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;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; towards it 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;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;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;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;
*[[Suzaku Totem]]&lt;br /&gt;
*[[Suzaku Card]]&lt;br /&gt;
*[[Scarlet Tailfeather]]&lt;br /&gt;
*[[Euphonious Kamuy Fife]] - [[Euphonious Kamuy]]&lt;br /&gt;
*[[Faded Copy of Sunrise]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Cane]]|| [[File:suzakus cane icon1.png]]||70||385||[[Conjurer|CNJ]] [[White Mage|WHM]]||143 (Magical)||3.44||121.54||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +373, [[Mind]] +372, [[Critical Hit]] +330, [[Piety]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Chokuto]]|| [[File:suzakus chokuto icon1.png]]||70||385|| [[Samurai|SAM]]||106 (Physical)||2.64||93.28||2||align = &amp;quot;left&amp;quot; |[[Strength]] +372, [[Vitality]] +414, [[Determination]] +330, [[Skill Speed]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Codex]]|| [[File:suzakus codex icon1.png]]||70||385|| [[Scholar|SCH]]||143 (Magical)||3.12||110.24||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +373, [[Mind]] +372, [[Critical Hit]] +231, [[Determination]] +330&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Ephemeris]]|| [[File:suzakus ephemeris icon1.png]]||70||385|| [[Astrologian|AST]]||143 (Magical)||3.20||113.06||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +373, [[Mind]] +372, [[Determination]] +330, [[Spell Speed]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Greataxe]]|| [[File:suzakus greataxe icon1.png]]||70||385||[[Marauder|MRD]] [[Warrior|WAR]]||106 (Physical)||3.36||118.72||2||align = &amp;quot;left&amp;quot; |[[Strength]] +372, [[Vitality]] +414, [[Critical Hit]] +330, [[Determination]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Greatbow]]|| [[File:suzakus greatbow icon1.png]]||70||385||[[Archer|ARC]] [[Bard|BRD]]||106 (Physical)||3.04||107.41||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +372, [[Vitality]] +414, [[Critical Hit]] +330, [[Direct Hit Rate]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Grimoire]]|| [[File:suzakus grimoire icon1.png]]||70||385||[[Arcanist|ACN]] [[Summoner|SMN]]||143 (Magical)||3.12||110.24||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +373, [[Intelligence]] +372, [[Critical Hit]] +330, [[Direct Hit Rate]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Kunai]]|| [[File:suzakus kunai icon1.png]]||70||385||[[Rogue|ROG]] [[Ninja|NIN]]||106 (Physical)||2.56||90.45||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +372, [[Vitality]] +414, [[Determination]] +330, [[Skill Speed]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Lance]]|| [[File:suzakus lance icon1.png]]||70||385||[[Lancer|LNC]] [[Dragoon|DRG]]||106 (Physical)||2.80||98.93||2||align = &amp;quot;left&amp;quot; |[[Strength]] +372, [[Vitality]] +414, [[Skill Speed]] +231, [[Direct Hit Rate]] +330&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Longsword]]|| [[File:suzakus longsword icon1.png]]||70||385||[[Gladiator|GLA]] [[Paladin|PLD]]||106 (Physical)||2.24||79.14||2||align = &amp;quot;left&amp;quot; |[[Strength]] +266, [[Vitality]] +296, [[Critical Hit]] +236, [[Tenacity]] +165&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Odachi]]|| [[File:suzakus odachi icon1.png]]||70||385|| [[Dark Knight|DRK]]||106 (Physical)||2.96||104.58||2||align = &amp;quot;left&amp;quot; |[[Strength]] +372, [[Vitality]] +414, [[Skill Speed]] +231, [[Tenacity]] +330&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Pinions]]|| [[File:suzakus pinions icon1.png]]||70||385||[[Pugilist|PGL]] [[Monk|MNK]]||106 (Physical)||2.56||90.45||2||align = &amp;quot;left&amp;quot; |[[Strength]] +372, [[Vitality]] +414, [[Critical Hit]] +330, [[Determination]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Rapier]]|| [[File:suzakus rapier icon1.png]]||70||385|| [[Red Mage|RDM]]||143 (Magical)||3.44||121.54||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +373, [[Intelligence]] +372, [[Critical Hit]] +330, [[Spell Speed]] +231&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Revolver]]|| [[File:suzakus revolver icon1.png]]||70||385|| [[Machinist|MCH]]||106 (Physical)||2.64||93.28||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +372, [[Vitality]] +414, [[Determination]] +231, [[Skill Speed]] +330&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Rod]]|| [[File:suzakus rod icon1.png]]||70||385||[[Thaumaturge|THM]] [[Black Mage|BLM]]||143 (Magical)||3.28||115.89||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +373, [[Intelligence]] +372, [[Spell Speed]] +330, [[Direct Hit Rate]] +231&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Suzaku&#039;s Shield]]||[[File:suzakus shield icon1.png]]||70||385||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||1374||1374||0||align = &amp;quot;left&amp;quot; |[[Strength]] +106, [[Vitality]] +118, [[Critical Hit]] +94, [[Tenacity]] +66&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Jade_Stoa_(Extreme)&amp;diff=281580</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=281580"/>
		<updated>2021-04-17T20:15:21Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|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 = &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;
| roulette = &lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| entrance = Kugane&lt;br /&gt;
| entrance-coordinates = 11.6,12.6&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;
}}&lt;br /&gt;
&lt;br /&gt;
*Requirement: Speak to [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) after completing [[The Jade Stoa]].&lt;br /&gt;
&lt;br /&gt;
===Byakko&#039;s Phases &amp;amp; Abilities===&lt;br /&gt;
&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;
&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.&#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;
&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;
*[[Byakko Totem]]&lt;br /&gt;
*[[Byakko Card]]&lt;br /&gt;
*[[Byakko&#039;s Mane]]&lt;br /&gt;
*[[Auspicious Kamuy Fife]] - [[Auspicious Kamuy]]&lt;br /&gt;
*[[Faded Copy of the Jade Stoa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Cane]]|| [[File:byakkos cane icon1.png]]||70||355||[[Conjurer|CNJ]] [[White Mage|WHM]]||137 (Magical)||3.44||115.81||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +313, [[Mind]] +323, [[Determination]] +204, [[Piety]] +292&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Codex]]|| [[File:byakkos codex icon1.png]]||70||355|| [[Scholar|SCH]]||137 (Magical)||3.12||105.04||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +313, [[Mind]] +323, [[Critical Hit]] +204, [[Determination]] +292&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Ephemeris]]|| [[File:byakkos ephemeris icon1.png]]||70||355|| [[Astrologian|AST]]||137 (Magical)||3.20||107.73||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +313, [[Mind]] +323, [[Determination]] +292, [[Piety]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Estoc]]|| [[File:byakkos estoc icon1.png]]||70||355|| [[Red Mage|RDM]]||137 (Magical)||3.44||115.81||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +313, [[Intelligence]] +323, [[Determination]] +292, [[Spell Speed]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Fists]]|| [[File:byakkos fists icon1.png]]||70||355||[[Pugilist|PGL]] [[Monk|MNK]]||101 (Physical)||2.56||86.18||2||align = &amp;quot;left&amp;quot; |[[Strength]] +323, [[Vitality]] +348, [[Determination]] +292, [[Direct Hit Rate]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Greataxe]]|| [[File:byakkos greataxe icon1.png]]||70||355||[[Marauder|MRD]] [[Warrior|WAR]]||101 (Physical)||3.36||113.12||2||align = &amp;quot;left&amp;quot; |[[Strength]] +323, [[Vitality]] +348, [[Determination]] +292, [[Skill Speed]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Greatsword]]|| [[File:byakkos greatsword icon1.png]]||70||355|| [[Dark Knight|DRK]]||101 (Physical)||2.96||99.65||2||align = &amp;quot;left&amp;quot; |[[Strength]] +323, [[Vitality]] +348, [[Critical Hit]] +292, [[Determination]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Grimoire]]|| [[File:byakkos grimoire icon1.png]]||70||355||[[Arcanist|ACN]] [[Summoner|SMN]]||137 (Magical)||3.12||105.04||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +313, [[Intelligence]] +323, [[Determination]] +204, [[Direct Hit Rate]] +292&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Handscythes]]|| [[File:byakkos handscythes icon1.png]]||70||355||[[Rogue|ROG]] [[Ninja|NIN]]||101 (Physical)||2.56||86.18||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +323, [[Vitality]] +348, [[Critical Hit]] +292, [[Skill Speed]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Katana]]|| [[File:byakkos katana icon1.png]]||70||355|| [[Samurai|SAM]]||101 (Physical)||2.64||88.88||2||align = &amp;quot;left&amp;quot; |[[Strength]] +323, [[Vitality]] +348, [[Critical Hit]] +204, [[Skill Speed]] +292&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Lance]]|| [[File:byakkos lance icon1.png]]||70||355||[[Lancer|LNC]] [[Dragoon|DRG]]||101 (Physical)||2.80||94.26||2||align = &amp;quot;left&amp;quot; |[[Strength]] +323, [[Vitality]] +348, [[Determination]] +204, [[Direct Hit Rate]] +292&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Lutebow]]|| [[File:byakkos lutebow icon1.png]]||70||355||[[Archer|ARC]] [[Bard|BRD]]||101 (Physical)||3.04||102.34||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +323, [[Vitality]] +348, [[Determination]] +204, [[Skill Speed]] +292&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Revolver]]|| [[File:byakkos revolver icon1.png]]||70||355|| [[Machinist|MCH]]||101 (Physical)||2.64||88.88||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +323, [[Vitality]] +348, [[Determination]] +292, [[Direct Hit Rate]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Rod]]|| [[File:byakkos rod icon1.png]]||70||355||[[Thaumaturge|THM]] [[Black Mage|BLM]]||137 (Magical)||3.28||110.42||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +313, [[Intelligence]] +323, [[Determination]] +292, [[Spell Speed]] +204&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Stone Sword]]|| [[File:byakkos stone sword icon1.png]]||70||355||[[Gladiator|GLA]] [[Paladin|PLD]]||101 (Physical)||2.24||75.41||2||align = &amp;quot;left&amp;quot; |[[Strength]] +231, [[Vitality]] +249, [[Critical Hit]] +146, [[Skill Speed]] +209&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Byakko&#039;s Shield]]||[[File:byakkos shield icon1.png]]||70||355||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||1230||1230||0||align = &amp;quot;left&amp;quot; |[[Strength]] +92, [[Vitality]] +99, [[Critical Hit]] +58, [[Skill Speed]] +83&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Emanation_(Extreme)&amp;diff=281579</id>
		<title>Emanation (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Emanation_(Extreme)&amp;diff=281579"/>
		<updated>2021-04-17T20:14:56Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|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 = &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;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Kugane&lt;br /&gt;
| entrance-coordinates = 11.6,12.6&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;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Songs in the Key of Kugane]]&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; [[Disciples of War]] and [[Disciples of Magic|Magic]] Level 70&lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Kugane]] (x11.6,y12.6)&lt;br /&gt;
*&#039;&#039;&#039;NPC&#039;&#039;&#039;: [[Wandering Minstrel]]&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; [[The Lady of Bliss]]&lt;br /&gt;
&lt;br /&gt;
==Rotations==&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;
# 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;
# 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;
# 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;
# 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;
# 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;
# 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&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;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 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;Stotram (Chanchala)&#039;&#039;&#039;||Raid-wide Damage||style=&amp;quot;width:80%; text-align:left&amp;quot;|Very heavy hitting skill. 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;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*15 [[Allagan Tomestone of Verity]]&lt;br /&gt;
*8 [[Allagan Tomestone of Creation]]&lt;br /&gt;
*[[Bliss Totem]]&lt;br /&gt;
*[[Lakshmi Card]]&lt;br /&gt;
*[[Blissful Shroud]]&lt;br /&gt;
*[[Blissful Kamuy Fife]] - [[Blissful Kamuy]]&lt;br /&gt;
*[[Faded Copy of Beauty&#039;s Wicked Wiles]]&lt;br /&gt;
===Accessories===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Defence&lt;br /&gt;
!Magic Defence&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Bracelet of Aiming]]||[[File:lakshmis bracelet of aiming icon1.png]]||70||320||[[Archer|ARC]], [[Rogue|ROG]], [[Bard|BRD]], [[Ninja|NIN]], [[MCH]]||Bracelets||1||1||1||align = &amp;quot;left&amp;quot; |[[Dexterity]] +115, [[Critical Hit]] +79, [[Determination]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Bracelet of Casting]]||[[File:lakshmis bracelet of casting icon1.png]]||70||320||[[Thaumaturge|THM]], [[Arcanist|ACN]], [[Black Mage|BLM]], [[Summoner|SMN]], [[RDM]]||Bracelets||1||1||1||align = &amp;quot;left&amp;quot; |[[Intelligence]] +115, [[Critical Hit]] +113, [[Determination]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Bracelet of Fending]]||[[File:lakshmis bracelet of fending icon1.png]]||70||320||[[Gladiator|GLA]], [[Marauder|MRD]], [[Paladin|PLD]], [[Warrior|WAR]], [[DRK]]||Bracelets||1||1||1||align = &amp;quot;left&amp;quot; |[[Vitality]] +120, [[Determination]] +113, [[Tenacity]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Bracelet of Healing]]||[[File:lakshmis bracelet of healing icon1.png]]||70||320||[[Conjurer|CNJ]], [[White Mage|WHM]], [[Scholar|SCH]], [[AST]]||Bracelets||1||1||1||align = &amp;quot;left&amp;quot; |[[Mind]] +115, [[Determination]] +113, [[Spell Speed]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Bracelet of Maiming]]||[[File:lakshmis bracelet of maiming icon1.png]]||70||320||[[Pugilist|PGL]], [[Lancer|LNC]], [[Monk|MNK]], [[Dragoon|DRG]], [[SAM]]||Bracelets||1||1||1||align = &amp;quot;left&amp;quot; |[[Strength]] +115, [[Determination]] +79, [[Skill Speed]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Earrings of Aiming]]||[[File:lakshmis earrings of aiming icon1.png]]||70||320||[[Archer|ARC]], [[Rogue|ROG]], [[Bard|BRD]], [[Ninja|NIN]], [[MCH]]||Earrings||1||1||1||align = &amp;quot;left&amp;quot; |[[Dexterity]] +115, [[Skill Speed]] +113, [[Direct Hit Rate]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Earrings of Casting]]||[[File:lakshmis earrings of casting icon1.png]]||70||320||[[Thaumaturge|THM]], [[Arcanist|ACN]], [[Black Mage|BLM]], [[Summoner|SMN]], [[RDM]]||Earrings||1||1||1||align = &amp;quot;left&amp;quot; |[[Intelligence]] +115, [[Critical Hit]] +113, [[Spell Speed]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Earrings of Fending]]||[[File:lakshmis earrings of fending icon1.png]]||70||320||[[Gladiator|GLA]], [[Marauder|MRD]], [[Paladin|PLD]], [[Warrior|WAR]], [[DRK]]||Earrings||1||1||1||align = &amp;quot;left&amp;quot; |[[Vitality]] +120, [[Skill Speed]] +113, [[Tenacity]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Earrings of Healing]]||[[File:lakshmis earrings of healing icon1.png]]||70||320||[[Conjurer|CNJ]], [[White Mage|WHM]], [[Scholar|SCH]], [[AST]]||Earrings||1||1||1||align = &amp;quot;left&amp;quot; |[[Mind]] +115, [[Determination]] +113, [[Piety]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Earrings of Maiming]]||[[File:lakshmis earrings of maiming icon1.png]]||70||320||[[Pugilist|PGL]], [[Lancer|LNC]], [[Monk|MNK]], [[Dragoon|DRG]], [[SAM]]||Earrings||1||1||1||align = &amp;quot;left&amp;quot; |[[Strength]] +115, [[Critical Hit]] +79, [[Direct Hit Rate]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Necklace of Aiming]]||[[File:lakshmis necklace of aiming icon1.png]]||70||320||[[Archer|ARC]], [[Rogue|ROG]], [[Bard|BRD]], [[Ninja|NIN]], [[MCH]]||Necklace||1||1||1||align = &amp;quot;left&amp;quot; |[[Dexterity]] +115, [[Critical Hit]] +79, [[Direct Hit Rate]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Necklace of Casting]]||[[File:lakshmis necklace of casting icon1.png]]||70||320||[[Thaumaturge|THM]], [[Arcanist|ACN]], [[Black Mage|BLM]], [[Summoner|SMN]], [[RDM]]||Necklace||1||1||1||align = &amp;quot;left&amp;quot; |[[Intelligence]] +115, [[Critical Hit]] +79, [[Direct Hit Rate]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Necklace of Fending]]||[[File:lakshmis necklace of fending icon1.png]]||70||320||[[Gladiator|GLA]], [[Marauder|MRD]], [[Paladin|PLD]], [[Warrior|WAR]], [[DRK]]||Necklace||1||1||1||align = &amp;quot;left&amp;quot; |[[Vitality]] +120, [[Determination]] +113, [[Tenacity]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Necklace of Healing]]||[[File:lakshmis necklace of healing icon1.png]]||70||320||[[Conjurer|CNJ]], [[White Mage|WHM]], [[Scholar|SCH]], [[AST]]||Necklace||1||1||1||align = &amp;quot;left&amp;quot; |[[Mind]] +115, [[Critical Hit]] +79, [[Spell Speed]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Necklace of Maiming]]||[[File:lakshmis necklace of maiming icon1.png]]||70||320||[[Pugilist|PGL]], [[Lancer|LNC]], [[Monk|MNK]], [[Dragoon|DRG]], [[SAM]]||Necklace||1||1||1||align = &amp;quot;left&amp;quot; |[[Strength]] +115, [[Critical Hit]] +79, [[Skill Speed]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Ring of Aiming]]||[[File:lakshmis ring of aiming icon1.png]]||70||320||[[Archer|ARC]], [[Rogue|ROG]], [[Bard|BRD]], [[Ninja|NIN]], [[MCH]]||Ring||1||1||1||align = &amp;quot;left&amp;quot; |[[Dexterity]] +115, [[Determination]] +113, [[Skill Speed]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Ring of Casting]]||[[File:lakshmis ring of casting icon1.png]]||70||320||[[Thaumaturge|THM]], [[Arcanist|ACN]], [[Black Mage|BLM]], [[Summoner|SMN]], [[RDM]]||Ring||1||1||1||align = &amp;quot;left&amp;quot; |[[Intelligence]] +115, [[Spell Speed]] +79, [[Direct Hit Rate]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Ring of Fending]]||[[File:lakshmis ring of fending icon1.png]]||70||320||[[Gladiator|GLA]], [[Marauder|MRD]], [[Paladin|PLD]], [[Warrior|WAR]], [[DRK]]||Ring||1||1||1||align = &amp;quot;left&amp;quot; |[[Vitality]] +120, [[Critical Hit]] +113, [[Skill Speed]] +79&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Ring of Healing]]||[[File:lakshmis ring of healing icon1.png]]||70||320||[[Conjurer|CNJ]], [[White Mage|WHM]], [[Scholar|SCH]], [[AST]]||Ring||1||1||1||align = &amp;quot;left&amp;quot; |[[Mind]] +115, [[Critical Hit]] +79, [[Piety]] +113&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakshmi&#039;s Ring of Maiming]]||[[File:lakshmis ring of maiming icon1.png]]||70||320||[[Pugilist|PGL]], [[Lancer|LNC]], [[Monk|MNK]], [[Dragoon|DRG]], [[SAM]]||Ring||1||1||1||align = &amp;quot;left&amp;quot; |[[Strength]] +115, [[Critical Hit]] +79, [[Direct Hit Rate]] +113&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|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...|Game Description}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Emanation ex 2.jpg|400px]][[File:Lakshmi1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes&amp;diff=281578</id>
		<title>The Wreath of Snakes</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes&amp;diff=281578"/>
		<updated>2021-04-17T20:14:16Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Wreath of Snakes (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Wreath of Snakes&lt;br /&gt;
| description = Having quelled the raging aramitama of the fearsome [[Byakko]] and the fiery [[Suzaku]], the time has come for you and yours to confront the fourth member of this legendary band of heroes: [[Seiryu]]. Have no doubt that his trial will prove every bit as challenging as his comrades&#039;, for not only must you contend with the auspice himself, but his host of minions as well...&lt;br /&gt;
| image = the wreath of snakes banner1.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 365&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 12 mendacity + 9 genesis&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Surpassing the Samurai&lt;br /&gt;
| patch = 4.5&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*[[Quest]]: [[Surpassing the Samurai]]&lt;br /&gt;
*Requirement: Disciple of War or Magic level 70&lt;br /&gt;
*Starting NPC: [[Bunchin]] in [[The Ruby Sea]] (X:27.8 Y:16.4)&lt;br /&gt;
*Prerequisite quest: Players must first complete the [[Chronicles of a New Era]] quest [[The Fire-bird Down Below]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|SkMRknItDPw|400|right|The Wreath of Snakes (Normal)}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fifth Element&#039;&#039;&#039; - Group AoE&lt;br /&gt;
* &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039; - Tank buster&lt;br /&gt;
* &#039;&#039;&#039;Serpent Descending&#039;&#039;&#039; - Circle AoE marker on 4 players&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onmyo Signal&#039;&#039;&#039; - Teleports and creates a symbol which determines the effect:&lt;br /&gt;
# &#039;&#039;&#039;Yin-yang Symbol&#039;&#039;&#039;: Run away; creates a point-blank AoE&lt;br /&gt;
# &#039;&#039;&#039;Serpent Ring Symbol&#039;&#039;&#039;: Get close; creates large aoe with safezone around him&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kuji-kiri&#039;&#039;&#039; - Covers the ground in a grid of line AoEs, stand in between to avoid them&lt;br /&gt;
* &#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039; - Line stack marker that fires twice!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Summon Shiki&#039;&#039;&#039; - Can summon any of the following:&lt;br /&gt;
# &#039;&#039;&#039;Iwa-no-Shiki&#039;&#039;&#039; (fire beast): Two appear and jump to the edge. They each use 10-Tonze Swing (AoE centered on themselves), followed by Kanabo (tether on one party member which turns into a line AoE). Tethered players should move to edges so the party doesn&#039;t need to dodge.&lt;br /&gt;
# &#039;&#039;&#039;Red Wheels + Blue Wheel&#039;&#039;&#039;: Red Wheels each tether to a player, then charge through them in a line. Blue Wheel creates a stack line marker on one player.&lt;br /&gt;
# &#039;&#039;&#039;Ten-no-Shiki&#039;&#039;&#039; (flying creatures): Create wide line aoes across the arena&lt;br /&gt;
# &#039;&#039;(Phase 1 Only)&#039;&#039; &#039;&#039;&#039;Numa-no-shiki&#039;&#039;&#039; and &#039;&#039;&#039;Doro-no-shiki&#039;&#039;&#039;: Head creatures that explode when killed. Summoned in 2 waves of 1 large head and 3 small heads each. Try to space apart kills so healers have time to heal between explosions. Must be killed before Seiryu&#039;s mana bar fills or the party will wipe.&lt;br /&gt;
# &#039;&#039;(Phase 2 Only)&#039;&#039; &#039;&#039;&#039;Blue Orochi&#039;&#039;&#039; (horde of snakes): Summoned twice in a row. Rush across the platform, dealing damage and pushing everyone about halfway across. Second set is usually accompanied by Forbidden Arts.&lt;br /&gt;
# &#039;&#039;(Phase 2 Only)&#039;&#039; &#039;&#039;&#039;Yama-No-Shiki&#039;&#039;&#039; (giant water guy): Slams a fist on the platform, dealing heavy damage to that half of the platform. Telegraphed by which arm he raises. After two fist slams, he will slam the center, which knocks everyone back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength of Spirit&#039;&#039;&#039; - &#039;&#039;(Phase 1 Only)&#039;&#039; Knockback + heavy damage and stun. Transitions fight to Phase 2. Damage is based on how much mana meter filled during Numa-no-shiki and Doro-no-shiki add phase. At 100%, this results in a wipe.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Serpent Ascending&#039;&#039;&#039; - &#039;&#039;(Phase 2 Only)&#039;&#039; Creates circles that players must stand in, or they explode dealing damage and Damage Down stacks to the group.&lt;br /&gt;
&lt;br /&gt;
Phase 1: Fight is on a regular platform. Phase shift signaled by Strength of Spirit after the Numa-no-shiki and Doro-no-shiki adds are killed.&lt;br /&gt;
&lt;br /&gt;
Phase 2: Fight is on an island. Falling in the water stuns the player and deals damage over time.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Seiryu Card]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier&amp;diff=281577</id>
		<title>Hells&#039; Kier</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier&amp;diff=281577"/>
		<updated>2021-04-17T20:13:52Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Hells&#039; Kier (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Hells&#039; Kier&lt;br /&gt;
| description = As the return of the mad auspice [[Koryu]] draws ever closer, [[Genbu]] of the Four Lords seeks to marshal his comrades&#039; strength. But while the white tiger, [[Byakko]], has been restored to his senses, the radiant [[Suzaku]] is on the verge of succumbing to the aramitama. As before, there is but one way Suzaku can be brought back from the brink of madness─for the sake of [[the Ruby Sea]] and those who call her home, you and your comrades must quell the rage within the auspice&#039;s soul.&lt;br /&gt;
| image = Hells&#039;_Kier.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 355&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = 0&lt;br /&gt;
| tomestone-mendacity = 0&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = The Fire-bird Down Below&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*[[The Fire-bird Down Below]]&lt;br /&gt;
*Disciple of War or Magic level 70&lt;br /&gt;
*[[The Ruby Sea]] (X:27.8 Y:16.4)&lt;br /&gt;
*[[Bunchin]]&lt;br /&gt;
*Players must first complete the [[Chronicles of a New Era]] quest [[Tortoise in Time]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|AAfv8cPkfK4|400|right|Hell&#039;s Kier (Normal)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cremate&#039;&#039;&#039; - Tankbuster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eternal Flame&#039;&#039;&#039; - Revives all the phoenix corpses&lt;br /&gt;
&lt;br /&gt;
These will tether to a damage dealer and must be killed ASAP. If not killed after a certain amount of time they will cast &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashes to Ashes&#039;&#039;&#039; - high damage and debuff (will likely result in a wipe)&lt;br /&gt;
&lt;br /&gt;
Best strategy is to stack them in the middle and AOE them down together&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endless Summer&#039;&#039;&#039; - Massive frontal cone AOE directed at one player - move out the way to avoid to avoid damage and debuffs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; - raid wide AOE damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; - large plumes cover the platform and slowly begin to cast an explosion. &lt;br /&gt;
&lt;br /&gt;
If above strategy was followed and all 4 phoenix were killed in the middle - then middle plume should be destroyed to create a safe zone before the explosion happens. Any phoenix corpse caught in the explosion will be revived with HP buffs.&lt;br /&gt;
&lt;br /&gt;
If any phoenix are raised then be sure to focus them down so they do not explode and wipe the party.&lt;br /&gt;
&lt;br /&gt;
The boss will then return to the centre and cast &#039;&#039;&#039;Eternal Flame&#039;&#039;&#039; again. The phoenix will fly away this time and the platform will begin to change forming 8 circles around the centre. &lt;br /&gt;
&lt;br /&gt;
Players must face the way of the arrow to absorb the orbs and not let them reach the boss so she does not power her special. There are 7 waves of orbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scarlet Melody&#039;&#039;&#039; - raid-wide damage based on strength of gauge from the orbs&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
At this point the platform will have changed drastically and there will be a hole in the middle which you can fall through - so be careful. You can also fall of the edge as well. &lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southron Star&#039;&#039;&#039; - raid-wide damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; - knockback from centre of platform&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phantom Flurry&#039;&#039;&#039; - multi-hit tankbuster, followed by huge frontal AOE knockback&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Well of Flame&#039;&#039;&#039; - large column AOE attack on a player, dodge this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Says&#039;&#039;&#039; - when the phoenix hits a rune the corresponding platform explodes dealing high damage and debuffs&lt;br /&gt;
&lt;br /&gt;
See which direction the phoenix is flying and position yourself next to (but not in) that section about to explode and then move into it after the explosion&lt;br /&gt;
&lt;br /&gt;
Another &#039;&#039;&#039;Well of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; will occur during this part. Once all four sections have exploded the platform will return to normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039; - four meteor circles spawn around the boss - ensure at least 1 player is in each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rekindle&#039;&#039;&#039; - all players are targeted by circle AOEs, spread out to avoid any overlap (will happen at same times as Incandescent Interlude)&lt;br /&gt;
&lt;br /&gt;
Another tankbuster and knockback will happen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Rush&#039;&#039;&#039; - phoenix on edge will appear and rush across platform - dodge them&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Says 2.0&#039;&#039;&#039; - platform will change colour again but this time 2 sequences of 4 runes on each side, same principle as before but faster movement required. &lt;br /&gt;
&lt;br /&gt;
After this you have seen all mechanic and these will repeat until the boss is dead.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Suzaku Card]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt&amp;diff=281576</id>
		<title>The Great Hunt</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt&amp;diff=281576"/>
		<updated>2021-04-17T20:13:15Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = The Great Hunt&lt;br /&gt;
| description = [[The Hunt]] has always been simple business. Snatch a bill from the board, seek out your quarry, and claim your bounty. A peculiar posting in [[Kugane]], however, has complicated matters. What began as a simple hunt in the [[Azim Steppe]] has quickly escalated into a harrowing undertaking, with a strange new [[Felyne]] companion, and even stranger prey -- [[Rathalos]], king of the skies. With mega potion in hand, you venture into the mountains. But do you have what it takes to stand against his fiery fury?&lt;br /&gt;
| image = The_Great_Hunt_Image.png&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 = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| req-quest = The New King on the Block&lt;br /&gt;
| patch = 4.36&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Crossover Mechanics &amp;amp; References==&lt;br /&gt;
Eorzea&#039;s inhabitants must contend with a stray [[Rathalos]] that has been using the Azim Steppe as its feeding ground. With the help of a purr-sistant Felyne companion, players are tasked with tracking Rathalos to his den and putting an end to the fearsome wyvern before it wreaks havoc on the local ecosystem. The fight itself contains multiple &#039;&#039;Monster Hunter: World&#039;&#039; mechanics that make it very unique to Final Fantasy XIV.&lt;br /&gt;
&lt;br /&gt;
For example, all party members come equipped with 10 &#039;&#039;Mega Potions&#039;&#039; that can heal the player to max health after a short drinking animation. Rathalos cannot be tanked, and there are very few telegraphed attacks (except fireballs). He is capable of poisoning players with his claws and can also &#039;&#039;stun players who take too many direct hits&#039;&#039;. Participants will witness a &#039;&#039;turf-war&#039;&#039; of sorts during phase 2, which also involves &#039;&#039;mounting&#039;&#039; Rathalos and attacking him with a hunting knife. Players can attempt to &#039;&#039;break his tail&#039;&#039; if they successfully knock him out of the air. In Extreme mode, &#039;&#039;carting&#039;&#039; three times results in a themed mission-failed animation and a full reset of the battle. Once Rathalos has been defeated in either mode, the head and tail can be &#039;&#039;carved&#039;&#039; for scales - a currency used to purchase themed cosmetics from a &#039;&#039;smithy&#039;&#039;. Players can also acquire their very own &#039;&#039;Poogie&#039;&#039; minion, &#039;&#039;Felyne&#039;&#039; companion, and even loot (or purchase) Rathalos himself as a mount.&lt;br /&gt;
&lt;br /&gt;
There are many other references throughout the questline for fans of &#039;&#039;Monster Hunter: World&#039;&#039; to enjoy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felyne&#039;&#039;&#039;: You did it! You slew the meownster!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felyne&#039;&#039;&#039;: Don&#039;t forget to carve a scale or two off his hide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
There are three distinct phases during the Great Hunt - a &#039;&#039;grounded phase&#039;&#039;, an &#039;&#039;add phase&#039;&#039; and a &#039;&#039;flying phase&#039;&#039;. All three phases involve Rathalos utilizing various attacks against random targets.&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 keep an eye on his wind-up animations and react accordingly to avoid unnecessary damage. 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 (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 whenever possible.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Grounded===&lt;br /&gt;
Rathalos will rotate between a set of ground-based 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 damage during his relentless onslaught.&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 move 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;
For the most part, phase two is almost identical to phase one, except now the party must contend with some of the local wildlife joining the fray. On entering the arena, various types of adds will initially begin attacking Rathalos, all with their own AoE attacks. Unlike Rathalos, however, these adds are effected by enmity and can be tanked. It is worth noting that Rathalos&#039; attacks will also damage these adds (and vice-versa); thus a good method is to grab all the stray adds and tank them close to Rathalos so that they damage each other until all adds are defeated. The Coeurl 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;. It is possible to kill the Garula without mounting Rathalos, though this will require very high DPS.&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 - a possible reference to the use of stamina when mounting a monster in &#039;&#039;&#039;Monster Hunter: World&#039;&#039;&#039;. 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;. The Garula&#039;s auto-attacks are also incredibly vicious, even against tanks, and it will also 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 quickly lead to a raid wipe. Due to this, 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, as 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. If this ability targets a tank instead of a healer or damage-dealer, the tank may choose to mitigate the fireball by themself using defensive cooldowns. 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, the party wipes or the 60-minute duty timer expires.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops list|Rathalos}} &lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Fluminis&amp;diff=281575</id>
		<title>Castrum Fluminis</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Fluminis&amp;diff=281575"/>
		<updated>2021-04-17T20:12:49Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Castrum Fluminis&lt;br /&gt;
| description = [[Tsukuyomi]], divinity of night and the moon. Through sinister design is this figure of Far Eastern mythology given form, descending upon the world in a primal incarnation. The Warrior of Light must stand firm, else [[Doma]] be swallowed by the encroaching darkness...&lt;br /&gt;
| image = Castrum Fluminis Image.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 335&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = 12&lt;br /&gt;
| tomestone-mendacity = 7&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = The Primary Agreement&lt;br /&gt;
| patch = 4.3&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
{{#ev:youtube|v3WrS6tGy8I|400|right|Castrum Fluminis}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
This outlines the strategy of the normal fight. For the extreme trial, look for [[The_Minstrel&#039;s_Ballad:_Tsukuyomi&#039;s_Pain| The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain]]&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039; - Large frontal cone tank buster. As usual, all other players must not stand in front of the boss&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zashiki-Asobi&#039;&#039;&#039; - This is essentially [[The_Vault#Ser_Adelphel_Brightblade|Ser Adelphel]] from [[The_Vault|The Vault]]. She will spawn fans around the arena; one in the centre, and the others around. They will explode in the same order they spawned in. It is recommended to stand in another fan (ones that will explode last) as the centre one explodes to head back to the centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039; - Casts during Zashiki-Asobi signaling an incoming AoE random attack. &lt;br /&gt;
** &#039;&#039;&#039;Steel of the Underworld&#039;&#039;&#039; - Large frontal cone on primary target.&lt;br /&gt;
** &#039;&#039;&#039;Reprimand&#039;&#039;&#039; - Raid-wide AoE damage; sheld/heal through.&lt;br /&gt;
** &#039;&#039;&#039;Midnight Haze&#039;&#039;&#039; Spawns two Midnight Haze adds on opposite sides of the arena. Destroy them before they reach each other or finsh their casts.&lt;br /&gt;
** &#039;&#039;&#039;Lead of the Underworld&#039;&#039;&#039; - Casts a line AoE marked by a line stack marker. Players must line up with the targeted player to share the damage. If a Mignight Haze add is still up, the targeted player can lign up with the add so other players can still attack it.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 (add phase)===&lt;br /&gt;
Starts with &#039;&#039;&#039;Nightbloom&#039;&#039;&#039; - raid-wide damage and stun.&lt;br /&gt;
&lt;br /&gt;
Adds will spawn during this phase. Destroy the adds as soon as they come up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duty Gauge - Suffering&#039;&#039;&#039; - During phase 2, the Suffering gauge will fill up over time. Destroy the adds as soon as possible as the longer the phase goes on, the more suffering is accumulated, which deals more damage at the end of the phase. Naturally, if the gauge hits 100%, it will wipe the group. Shield/heal as necessary.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
Phase 3 will run with the same abilities you have seen so far with the addition of some others. She will also continue to cast Nightfall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selenomancy&#039;&#039;&#039; - Causes the platform to be split into two sections. Standing in one section stacks debuffs. If the debuffs reach 5 stacks, a Doom and bleed Debuff will be applied, and you&#039;re likely to die. Players must move between these two sections to reset their stacks. It is recommended to switch at 3 stacks since that is a safe area and she is likely to cast an AoE around that time, that way you are not trapped on one side. Doughnut AoE&#039;s and Nightfall will cast during this time so keep on your toes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antitwilight/Perilune&#039;&#039;&#039; - Removes Selenomancy and debuffs and deals raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
During Selenomancy, Tsukuyomi can also cast Midnight Haze, so be mindful of your stacks when they spawn and move to the section you need to move to so you can kill the add and reset your stacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dance of the Dead&#039;&#039;&#039; - Signals final phase change, dealing heavy raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lunacy&#039;&#039;&#039; - Essentially Ahk Morn; an attack that players must stack for and remain stacked as the attack will hit multiple times. (1 hit, 2 quick hits after a pause)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark/Bright Blade&#039;&#039;&#039; - Lazer Sword. She will attack large sections of the arena depending on the blade she is using. Dodge the AoE&#039;s!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Tsukuyomi Card]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Jade_Stoa&amp;diff=281574</id>
		<title>The Jade Stoa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Jade_Stoa&amp;diff=281574"/>
		<updated>2021-04-17T20:12:31Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Jade Stoa (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Jade Stoa&lt;br /&gt;
| description = At the heart of every auspice is a duality: the aramitama, the primal rage; and the nigimitama, the boundless calm. [[Byakko]] of the Four Lords is on the verge of being consumed by his aramitama, and should this come to pass, he will forever be no more than a feral beast. And so it falls to you and yours to face the legendary auspice in battle─to quell the madness within and save his soul!&lt;br /&gt;
| image = The_Jade_Stoa.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 325&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 12 Poetics&lt;br /&gt;
| entrance = The Ruby Sea&lt;br /&gt;
| entrance-coordinates = 5.7,15.8&lt;br /&gt;
| req-quest = An Auspicious Encounter&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Byakko&#039;s Phases &amp;amp; Abilities===&lt;br /&gt;
&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;
{{#ev:youtube|mgkfkOljyGg|400|right|The Jade Stoa (Byakko) Primal Guide}}&lt;br /&gt;
&lt;br /&gt;
==Phase 1==&lt;br /&gt;
&lt;br /&gt;
Below are a list of Byakko&#039;s abilities (in the order they are used during the encounter).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; - causes Byakko to blast the raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - a vicious tank-buster against Byakko&#039;s primary target that should be mitigated via cooldowns whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State Of Shock&#039;&#039;&#039; - causes Byakko to lunge towards a random target and scoop them up in his tiger-fist. Shortly afterward, a stack-marker will appear within the arena, indicating where Byakko will slam the grabbed target. Teammates should make an effort to stand within the stack-mark location to help soak the slam, as failure to do so will lead to victim being slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sweep Of The Leg&#039;&#039;&#039; - Byakko prepares to kick all players in-front and beside him via a frontal-cone AoE that covers the entire platform, except for a safe cone directly behind him. Simply move behind Byakko as soon as possible to avoid tremendous damage. Bear in mind that &#039;&#039;&#039;Sweep Of The Leg&#039;&#039;&#039; will always happen directly after &#039;&#039;&#039;State Of Shock&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039; - Byakko teleports to the arena centre and begins to emit patterns of outward-travelling red orbs that all raid participants must avoid. Melee players must be especially careful as they will be extremely close to where the orbs spawn, though they do travel very slowly and can still be avoided.  During &#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039;, Byakko will unleash multiple casts of &#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; - a massive straight-line AoE aimed at a random player that everyone must avoid. Initially, Byakko will execute multiple casts at the arena centre, forcing players to avoid massive AoE&#039;s and the orbs at the same time. Eventually, Byakko will leap to the outer-edge of the arena and cast another &#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; while the remaining orbs begin to expire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hakutei&#039;&#039;&#039; - having successfully avoided the onslaught, players will witness Byakko leap from the arena while Hakutei - the White Tiger usually connected to Byakko&#039;s own arm - enters the fray. Hakutei is a mini-boss that must be picked up by a tank and turned away from the group. If not done so, players risk being swiped by Hakutei&#039;s vicious cleave attacks. Whilst dealing with Hakutei, players will also have to dodge AoE attacks that bombard the arena, leaving behind persistent puddles that inflict bleed on anyone who remains within them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Herald&#039;&#039;&#039; - causes Hakutei to leap from the arena and place a proximity marker (flare) on its primary target. After a delay, Hakutei will inflict heavy damage by slamming down onto the marked player. Unmarked players must move away from the marked player beforehand to avoid taking too much proximity damage from the AoE slam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; - executed immediately after &#039;&#039;&#039;White Herald&#039;&#039;&#039;. On landing, Hakutei will charge a straight-line AoE towards a random player, forcing the raid to move out of the way to avoid damage.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Hakutei will leap to the arena centre and begin to charge &#039;&#039;&#039;Roar Of Thunder&#039;&#039;&#039;, indicating the arrival of the next phase. However, the damage inflicted by &#039;&#039;&#039;Roar Of Thunder&#039;&#039;&#039; will depend on how much health Hakutei has remaining, so players must burn down Hakutei as fast as possible to avoid tremendous damage (or a potential wipe). Survivors will be stunned and eventually launched high into the air, indicating the arrival of the next phase.&lt;br /&gt;
&lt;br /&gt;
==Free-Fall Transition==&lt;br /&gt;
&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;
&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. Simultaneously, the raid must contend with &#039;&#039;&#039;Bombogenesis&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombogenesis&#039;&#039;&#039; - Byakko places AoE markers on four random players, forcing them to split up if they wish to avoid overlapping damage onto unmarked targets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distant Clap&#039;&#039;&#039; - spawns a lightning-based donut AoE around Byakko&#039;s current location, forcing the raid to move towards Byakko to avoid taking damage. Alternatively, if Byakko is positioned at the outer-edge of the arena before casting &#039;&#039;&#039;Distant Clap&#039;&#039;&#039;, players can also move away from the donut to avoid damage, seeing as &#039;&#039;&#039;Distant Clap&#039;&#039;&#039; is not wide enough to cover the entire arena.&lt;br /&gt;
&lt;br /&gt;
From this point onward, Byakko will begin to cycle through previous displayed mechanics with various overlaps, including more &#039;&#039;&#039;Hundredfold Havoc&#039;&#039;&#039; (outward travelling lightning AoE&#039;s), &#039;&#039;&#039;Fire &amp;amp; Lightning&#039;&#039;&#039; (straight-line AoE&#039;s), &#039;&#039;&#039;State Of Shock&#039;&#039;&#039; (body-slam stack-markers), &#039;&#039;&#039;Storm Pulse&#039;&#039;&#039; (unavoidable AoE), and &#039;&#039;&#039;Unrelenting Anguish&#039;&#039;&#039; (outward travelling red orbs), and more, until Byakko has been defeated (or the raid suffers a wipe). Aside from forming slightly more challenging overlaps, all mechanics are handled in the exact same manner as they were before.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Byakko Card]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Royal_Menagerie&amp;diff=281573</id>
		<title>The Royal Menagerie</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Royal_Menagerie&amp;diff=281573"/>
		<updated>2021-04-17T20:12:12Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Minstrel&#039;s Ballad: Shinryu&#039;s Domain}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Royal Menagerie&lt;br /&gt;
| description = [[Shinryu]], [[Ilberd]]&#039;s draconic god of vengeance, has been claimed by none other than [[Zenos yae Galvus]], who has used his power as a Resonant to merge with the primal and bind it to his will. Transformed into a towering being of pure violence, his very existence poses a threat not only to [[Ala Mhigo]], but to the entire world. All now falls to you and your comrades, for if you do not stop Zenos yae Galvus, no one will...&lt;br /&gt;
| image = The_Royal_Menagerie.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 280&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = The Lochs&lt;br /&gt;
| req-quest = Stormblood (Quest)&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Stormblood (Quest)|Stormblood]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Pipin Tarupin]] - [[The Lochs]] (x??,y??) &lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[The Measure of His Reach]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|nOaV_O97uzM|400|right|The Royal Menagerie guide}}&lt;br /&gt;
The battle with Shinryu consists of a battle atop large platforms in three stages, with a short Active Time Event between the second and third stages, and the main mechanic of this fight is Shinryu&#039;s Corrupted Aether bar.&lt;br /&gt;
&lt;br /&gt;
Falling off the platforms is instantly fatal, but players are dropped back onto the field and can be Raised by healers.&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
====Corrupted Aether====&lt;br /&gt;
Whenever Shinryu&#039;s Corrupted Aether bar reaches 100%, he will begin charging an elemental attack. Each attack is similar to one used by Leviathan, Garuda, Ifrit, Ramuh, Titan, and Shiva&lt;br /&gt;
* &#039;&#039;&#039;Water (Tidal Wave):&#039;&#039;&#039; Phase 1 &amp;amp; 3. When Shinryu uses Water, a large waterspout will appear at one end of the arena. You must immediately run over and stand at the edge next to it, as you&#039;ll be pushed to the far side of the platform when the cast completes, similar to Leviathan&#039;s attack in The Whorleater. This always seems to be the first attack he uses, and spawns several large puddles. Unsure if it is time based or rotation based but Tidal wave has been seen in phase 3, functioning the same way it does in phase 1. Distance pushed in phase 3 is just under 2 segments&lt;br /&gt;
* &#039;&#039;&#039;Wind (Aerial Blast):&#039;&#039;&#039; Phase 3 only. When Shinryu uses Wind, a large whirlwind will spawn in the center of the platform and begin pulsing knockback effects. Concentrate on staying close to the center of the platform whilst this occurs, as it will pulse another powerful knockback when it ends.&lt;br /&gt;
* &#039;&#039;&#039;Fire (Hellfire):&#039;&#039;&#039; When Shinryu uses Fire, he&#039;ll blast the entire platform. He won&#039;t use this attack if there aren&#039;t any water pools from either his Water or Ice attacks, as you&#039;ll need to stand in them to reduce the damage you take from this attack.&lt;br /&gt;
* &#039;&#039;&#039;Lightning (Judgment Bolt):&#039;&#039;&#039; When Shinryu uses Lightning, he&#039;ll again blast the entire platform. If there are any pools of water up, make sure you&#039;re &#039;&#039;&#039;not&#039;&#039;&#039; standing in them, or you&#039;ll take even more damage!&lt;br /&gt;
* &#039;&#039;&#039;Earth (Earthern Fury):&#039;&#039;&#039; Phase 3 only. When Shinryu uses Earth, he&#039;ll cause moderate damage to everyone whilst also targeting one of the platforms specifically, and damage (or shatter) that as well.&lt;br /&gt;
* &#039;&#039;&#039;Ice (Diamond Dust):&#039;&#039;&#039; Phase 3 only. When Shinryu uses Ice, he will freeze the entire platform and make it slippery. &#039;&#039;Don&#039;t move or you&#039;ll go flying around the platform and probably fall to your death.&#039;&#039; This also spawns large puddles as with Tidal Wave.&lt;br /&gt;
&lt;br /&gt;
====Wings====&lt;br /&gt;
Shinryu has two untargetable wing entities that perform additional attacks throughout the encounter. Normally, they simply attack the tanks with green energy bolts, but will occasionally unleash additional attacks.&lt;br /&gt;
* &#039;&#039;&#039;Right Wing:&#039;&#039;&#039; When the right wing starts glowing, several players will be marked with a purple indicator, and shortly after hit by lightning bolts. Spread out to minimize the damage taken by the party.&lt;br /&gt;
* &#039;&#039;&#039;Left Wing:&#039;&#039;&#039; When the left wing starts glowing, Shinryu performs one of two ice attacks, either summoning a series of icicles that charge across the platform, or a low-damage attack across the entire platform. Do not mistake the latter for his Corrupted Ice Aether attack!&lt;br /&gt;
&lt;br /&gt;
====Other Attacks====&lt;br /&gt;
Shinryu will occasionally use &#039;&#039;&#039;Earth Breath&#039;&#039;&#039;, which marks two players. When the cast finishes, he&#039;ll lay down a pair of AoE cones aimed at those players and blast everyone caught in them. Both targets should either stack up and run to one side, &#039;&#039;or&#039;&#039; split to opposite sides, so that there&#039;s a safe zone on one side and/or the center.&lt;br /&gt;
&lt;br /&gt;
Shinryu also has a purple version of Ahk Morn. Stack up to reduce damage taken. During Phase 3, a secondary blue beam will spawn on top of a random party member and pulse several times. Unlike the primary Ahk Morn, the secondary beam doesn&#039;t track, so just get out of the way and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
In Phase 3, he also gains several new attacks;&lt;br /&gt;
* &#039;&#039;&#039;Tail Slam:&#039;&#039;&#039; A large, powerful attack with some phase-specific effects. See Phase 3 section.&lt;br /&gt;
* &#039;&#039;&#039;Line Charge:&#039;&#039;&#039; A very wide line charge that covers the entire platform and has modest knockback. Either get clear entirely (Sprint if you need to) or soak the hit.&lt;br /&gt;
* &#039;&#039;&#039;Ground Pound:&#039;&#039;&#039; When Shinryu&#039;s Corrupted Aether reaches around 80%, he&#039;ll target the center platform with a large circular AoE. Get clear or you&#039;ll get smacked for a lot of damage.&lt;br /&gt;
* &#039;&#039;&#039;Burning Chains:&#039;&#039;&#039; Shinryu will mark and chain two players together, dealing damage over time for as long as they remain chained. Break it by moving as far apart as possible. Simple.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, he may also occasionally mark a player with an odd green marker. This seems to influence where his next Tail Slam is targeted, but otherwise has no effect.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
====Phase 1====&lt;br /&gt;
A short introductory phase that serves as a primer for the main mechanics. Do as much damage during this phase as possible and don&#039;t get killed. Healers may want to have Rescue primed for when Shinryu does the opening Tidal Wave cast, so they don&#039;t have to rez anyone who gets knocked off.&lt;br /&gt;
&lt;br /&gt;
After Shinryu has used two Corrupted Aether attacks, the battle transitions to phase 2.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
Shinryu will depart the platform briefly and summon three waves of Hakkinryu and Ginryu adds. Before they spawn, several large AoEs are laid down; move as far away as possible to minimize damage taken. These blasts have no knockback, so you can safely stand at the edge of the platform (and will probably need to).&lt;br /&gt;
&lt;br /&gt;
Wave 1 is 2 Ginryu and 1 Hakkinryu; Wave 2 is 3 Ginryu and 1 Hakkinryu, and Wave 3 is 5 Ginryu.&lt;br /&gt;
&lt;br /&gt;
Kill all of the adds as quickly as possible and prepare for phase transition. Shinryu will Fetter everyone and commence an Active Time Maneuver. Mash the button so that the bar fills before the time runs out or else you&#039;ll start Phase 3 on the floor with 0 HP.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
This phase opens with the party landing on a three-by-three grid of large platforms, with Shinryu using his new line charge attack almost immediately. This has a short knockback, so either get clear of it entirely or stand as far away from the edges as possible and soak the damage.&lt;br /&gt;
&lt;br /&gt;
The inner grey platform is unbreakable, but the outer blue platforms can be broken by Shinryu&#039;s Tail Slam and Corrupted Earth Aether attacks. The former marks two platforms, whilst the latter marks one. After using the Tail Slam, Shinryu&#039;s tail is vulnerable and should be attacked &#039;&#039;immediately&#039;&#039;. Reducing it to 0% transfers the damage to Shinryu and can take a decent chunk (around 5-6%) out of his health in the process, making the fight a lot easier.&lt;br /&gt;
&lt;br /&gt;
Every two Corrupted Aether attacks, Shinryu will use his line charge and switch which side of the platform he&#039;s attacking from, but otherwise his attacks are mostly on shuffle now, and nothing new will come up.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*10 [[Allagan Tomestone of Verity]]&lt;br /&gt;
*6 [[Allagan Tomestone of Creation]]&lt;br /&gt;
*[[Shinryu Card]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Shinryu, Ilberd&#039;s draconic god of vengeance, has been claimed by none other than Zenos yae Galvus, who has used his power as a Resonant to merge with the primal and bind it to his will. Transformed into a towering being of pure violence, his very existence poses a threat not only to Ala Mhigo, but to the entire world. All now falls to you and your comrades, for if you do not stop Zenos yae Galvus, no one will...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Royal_Menagerie&amp;diff=281572</id>
		<title>The Royal Menagerie</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Royal_Menagerie&amp;diff=281572"/>
		<updated>2021-04-17T20:11:57Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Minstrel&#039;s Ballad: Shinryu&#039;s Domain}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Royal Menagerie&lt;br /&gt;
| description = [[Shinryu]], [[Ilberd]]&#039;s draconic god of vengeance, has been claimed by none other than [[Zenos yae Galvus]], who has used his power as a Resonant to merge with the primal and bind it to his will. Transformed into a towering being of pure violence, his very existence poses a threat not only to Ala Mhigo, but to the entire world. All now falls to you and your comrades, for if you do not stop Zenos yae Galvus, no one will...&lt;br /&gt;
| image = The_Royal_Menagerie.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 280&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = The Lochs&lt;br /&gt;
| req-quest = Stormblood (Quest)&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Stormblood (Quest)|Stormblood]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Pipin Tarupin]] - [[The Lochs]] (x??,y??) &lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[The Measure of His Reach]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|nOaV_O97uzM|400|right|The Royal Menagerie guide}}&lt;br /&gt;
The battle with Shinryu consists of a battle atop large platforms in three stages, with a short Active Time Event between the second and third stages, and the main mechanic of this fight is Shinryu&#039;s Corrupted Aether bar.&lt;br /&gt;
&lt;br /&gt;
Falling off the platforms is instantly fatal, but players are dropped back onto the field and can be Raised by healers.&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
====Corrupted Aether====&lt;br /&gt;
Whenever Shinryu&#039;s Corrupted Aether bar reaches 100%, he will begin charging an elemental attack. Each attack is similar to one used by Leviathan, Garuda, Ifrit, Ramuh, Titan, and Shiva&lt;br /&gt;
* &#039;&#039;&#039;Water (Tidal Wave):&#039;&#039;&#039; Phase 1 &amp;amp; 3. When Shinryu uses Water, a large waterspout will appear at one end of the arena. You must immediately run over and stand at the edge next to it, as you&#039;ll be pushed to the far side of the platform when the cast completes, similar to Leviathan&#039;s attack in The Whorleater. This always seems to be the first attack he uses, and spawns several large puddles. Unsure if it is time based or rotation based but Tidal wave has been seen in phase 3, functioning the same way it does in phase 1. Distance pushed in phase 3 is just under 2 segments&lt;br /&gt;
* &#039;&#039;&#039;Wind (Aerial Blast):&#039;&#039;&#039; Phase 3 only. When Shinryu uses Wind, a large whirlwind will spawn in the center of the platform and begin pulsing knockback effects. Concentrate on staying close to the center of the platform whilst this occurs, as it will pulse another powerful knockback when it ends.&lt;br /&gt;
* &#039;&#039;&#039;Fire (Hellfire):&#039;&#039;&#039; When Shinryu uses Fire, he&#039;ll blast the entire platform. He won&#039;t use this attack if there aren&#039;t any water pools from either his Water or Ice attacks, as you&#039;ll need to stand in them to reduce the damage you take from this attack.&lt;br /&gt;
* &#039;&#039;&#039;Lightning (Judgment Bolt):&#039;&#039;&#039; When Shinryu uses Lightning, he&#039;ll again blast the entire platform. If there are any pools of water up, make sure you&#039;re &#039;&#039;&#039;not&#039;&#039;&#039; standing in them, or you&#039;ll take even more damage!&lt;br /&gt;
* &#039;&#039;&#039;Earth (Earthern Fury):&#039;&#039;&#039; Phase 3 only. When Shinryu uses Earth, he&#039;ll cause moderate damage to everyone whilst also targeting one of the platforms specifically, and damage (or shatter) that as well.&lt;br /&gt;
* &#039;&#039;&#039;Ice (Diamond Dust):&#039;&#039;&#039; Phase 3 only. When Shinryu uses Ice, he will freeze the entire platform and make it slippery. &#039;&#039;Don&#039;t move or you&#039;ll go flying around the platform and probably fall to your death.&#039;&#039; This also spawns large puddles as with Tidal Wave.&lt;br /&gt;
&lt;br /&gt;
====Wings====&lt;br /&gt;
Shinryu has two untargetable wing entities that perform additional attacks throughout the encounter. Normally, they simply attack the tanks with green energy bolts, but will occasionally unleash additional attacks.&lt;br /&gt;
* &#039;&#039;&#039;Right Wing:&#039;&#039;&#039; When the right wing starts glowing, several players will be marked with a purple indicator, and shortly after hit by lightning bolts. Spread out to minimize the damage taken by the party.&lt;br /&gt;
* &#039;&#039;&#039;Left Wing:&#039;&#039;&#039; When the left wing starts glowing, Shinryu performs one of two ice attacks, either summoning a series of icicles that charge across the platform, or a low-damage attack across the entire platform. Do not mistake the latter for his Corrupted Ice Aether attack!&lt;br /&gt;
&lt;br /&gt;
====Other Attacks====&lt;br /&gt;
Shinryu will occasionally use &#039;&#039;&#039;Earth Breath&#039;&#039;&#039;, which marks two players. When the cast finishes, he&#039;ll lay down a pair of AoE cones aimed at those players and blast everyone caught in them. Both targets should either stack up and run to one side, &#039;&#039;or&#039;&#039; split to opposite sides, so that there&#039;s a safe zone on one side and/or the center.&lt;br /&gt;
&lt;br /&gt;
Shinryu also has a purple version of Ahk Morn. Stack up to reduce damage taken. During Phase 3, a secondary blue beam will spawn on top of a random party member and pulse several times. Unlike the primary Ahk Morn, the secondary beam doesn&#039;t track, so just get out of the way and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
In Phase 3, he also gains several new attacks;&lt;br /&gt;
* &#039;&#039;&#039;Tail Slam:&#039;&#039;&#039; A large, powerful attack with some phase-specific effects. See Phase 3 section.&lt;br /&gt;
* &#039;&#039;&#039;Line Charge:&#039;&#039;&#039; A very wide line charge that covers the entire platform and has modest knockback. Either get clear entirely (Sprint if you need to) or soak the hit.&lt;br /&gt;
* &#039;&#039;&#039;Ground Pound:&#039;&#039;&#039; When Shinryu&#039;s Corrupted Aether reaches around 80%, he&#039;ll target the center platform with a large circular AoE. Get clear or you&#039;ll get smacked for a lot of damage.&lt;br /&gt;
* &#039;&#039;&#039;Burning Chains:&#039;&#039;&#039; Shinryu will mark and chain two players together, dealing damage over time for as long as they remain chained. Break it by moving as far apart as possible. Simple.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, he may also occasionally mark a player with an odd green marker. This seems to influence where his next Tail Slam is targeted, but otherwise has no effect.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
====Phase 1====&lt;br /&gt;
A short introductory phase that serves as a primer for the main mechanics. Do as much damage during this phase as possible and don&#039;t get killed. Healers may want to have Rescue primed for when Shinryu does the opening Tidal Wave cast, so they don&#039;t have to rez anyone who gets knocked off.&lt;br /&gt;
&lt;br /&gt;
After Shinryu has used two Corrupted Aether attacks, the battle transitions to phase 2.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
Shinryu will depart the platform briefly and summon three waves of Hakkinryu and Ginryu adds. Before they spawn, several large AoEs are laid down; move as far away as possible to minimize damage taken. These blasts have no knockback, so you can safely stand at the edge of the platform (and will probably need to).&lt;br /&gt;
&lt;br /&gt;
Wave 1 is 2 Ginryu and 1 Hakkinryu; Wave 2 is 3 Ginryu and 1 Hakkinryu, and Wave 3 is 5 Ginryu.&lt;br /&gt;
&lt;br /&gt;
Kill all of the adds as quickly as possible and prepare for phase transition. Shinryu will Fetter everyone and commence an Active Time Maneuver. Mash the button so that the bar fills before the time runs out or else you&#039;ll start Phase 3 on the floor with 0 HP.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
This phase opens with the party landing on a three-by-three grid of large platforms, with Shinryu using his new line charge attack almost immediately. This has a short knockback, so either get clear of it entirely or stand as far away from the edges as possible and soak the damage.&lt;br /&gt;
&lt;br /&gt;
The inner grey platform is unbreakable, but the outer blue platforms can be broken by Shinryu&#039;s Tail Slam and Corrupted Earth Aether attacks. The former marks two platforms, whilst the latter marks one. After using the Tail Slam, Shinryu&#039;s tail is vulnerable and should be attacked &#039;&#039;immediately&#039;&#039;. Reducing it to 0% transfers the damage to Shinryu and can take a decent chunk (around 5-6%) out of his health in the process, making the fight a lot easier.&lt;br /&gt;
&lt;br /&gt;
Every two Corrupted Aether attacks, Shinryu will use his line charge and switch which side of the platform he&#039;s attacking from, but otherwise his attacks are mostly on shuffle now, and nothing new will come up.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*10 [[Allagan Tomestone of Verity]]&lt;br /&gt;
*6 [[Allagan Tomestone of Creation]]&lt;br /&gt;
*[[Shinryu Card]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Shinryu, Ilberd&#039;s draconic god of vengeance, has been claimed by none other than Zenos yae Galvus, who has used his power as a Resonant to merge with the primal and bind it to his will. Transformed into a towering being of pure violence, his very existence poses a threat not only to Ala Mhigo, but to the entire world. All now falls to you and your comrades, for if you do not stop Zenos yae Galvus, no one will...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Emanation&amp;diff=281571</id>
		<title>Emanation</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Emanation&amp;diff=281571"/>
		<updated>2021-04-17T20:11:32Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Emanation (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Emanation&lt;br /&gt;
| description = Upon witnessing her daughter&#039;s death at the hands of [[Fordola]] and her Skulls, the [[Qalyana]] broodmother cried out to the heavens in despair ... and a primal answered. Sri [[Lakshmi]], patron deity of the Ananta, came forth from the aether, and the imperials were put to flight. Alas, the tale did not end there, for now the Qalyana demand that the Vira come and pay tribute to the goddess. And so it falls to you and your comrades to journey unto the Qalyana stronghold of [[Djanan Qhat]], and put an end to Sri Lakshmi&#039;s dream.&lt;br /&gt;
| image = Emanation.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 67&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = The Fringes&lt;br /&gt;
| entrance-coordinates = 28.1,19.4&lt;br /&gt;
| req-quest = The Lady of Bliss&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[The Lady of Bliss]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Vajra]] - [[The Fringes]] (x28.1, y19.4) &lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[The Lure of the Dream]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|GjlaH-p187o|400|right|Lakshmi guide}}&lt;br /&gt;
The trial begins with Lakshmi surrounded by a barrier, and flanked by a pair of Dreamer Ananta. Defeat them to lower Lakshmi&#039;s barrier and begin the fight, but bear in mind that Lakshmi will use area of effect attacks that also heal the Dreamers, so the party should concentrate on them one at a time rather than splitting attention.&lt;br /&gt;
&lt;br /&gt;
Shortly after she begins fighting for herself, Lakshmi will leave the platform and prepare to use a special attack that is an instant kill on anyone not shielded by the Duty mechanic - [[Vril]]. Players can hold a single charge of Vril at any time and activate it whenever they wish; once activated, the charge lasts for around 30 seconds and significantly reduces the effect of Lakshmi&#039;s attacks. After this attack has been used once, she will not attempt to use it again during the regular version of the trial.&lt;br /&gt;
&lt;br /&gt;
Replacement Vril orbs will spawn shortly before the time comes to actually use them; do not touch an orb if you already have a charge, as it will still consume the orb (meaning another party member won&#039;t be able to use it). The main times to use them are when Lakshmi moves to the centre of the platform and casts a platform-wide AoE with no safe zone. This inflicts heavy damage and knockback if you do not use your Vril, and falling off the platform is an instant KO (though you will return to the starting position and can be Raised).&lt;br /&gt;
&lt;br /&gt;
Aside from the Vril mechanic, the fight is fairly straightforward and mostly involves positioning her area attacks. Lakshmi will apply the Target Left or Target Right states depending on which &amp;quot;Hand&amp;quot; ability she is using; one corresponds to a circular blue pool effect that grows larger if it deals damage to players, and the other corresponds to cross-shaped effects that originate from 2-3 random players at a time. She will also periodically mark someone with a large orange effect with arrows that point toward the target; when this occurs, stack up to spread the damage.&lt;br /&gt;
&lt;br /&gt;
The fight is otherwise fairly straightforward until Lakshmi is defeated, though visually noisy and chaotic. Just don&#039;t stand in the AoEs (apart from the one you need to stack for) and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
* Important information&lt;br /&gt;
** Kill adds 1 at a time&lt;br /&gt;
** You will need to pick up a replacement blue orb to use, only pick up one&lt;br /&gt;
** Use the button ...&lt;br /&gt;
*** Shortly after the adds are gone in the beginning of the fight&lt;br /&gt;
*** When she moves to the centre of the platform&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Lakshmi Card]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|Upon witnessing her daughter&#039;s death at the hands of Fordola and her Skulls, the Qalyana broodmother cried out to the heavens in despair ... and a primal answered. Sri Lakshmi, patron deity of the Ananta, came forth from the aether, and the imperials were put to flight. Alas, the tale did not end there, for now the Qalyana demand that the Vira come and pay tribute to the goddess. And so it falls to you and your comrades to journey unto the Qalyana stronghold of Djanan Qhat, and put an end to Sri Lakshmi&#039;s dream.|Game Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Pool_of_Tribute&amp;diff=281570</id>
		<title>The Pool of Tribute</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Pool_of_Tribute&amp;diff=281570"/>
		<updated>2021-04-17T20:10:51Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Pool of Tribute (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Pool of Tribute&lt;br /&gt;
| description = Your efforts to wreak havoc on the [[Isle of Zekki]] and draw the [[Red Kojin]] away from their imperial masters have exceeded all expectations. Unfortunately, for reasons beyond your knowing, two of the sacred treasures stored in the isle&#039;s vault &amp;quot;reacted&amp;quot; to the presence of the [[Yasakani-no-Magatama]], summoning forth from the aether the great kami [[Susano]]—a primal by another name. How fortunate that you had the wisdom and foresight to invite several of your fellow adventurers on this journey to the Far East, and how kind they were to agree to help you torment the Red Kojin, for no single warrior, no matter how blessed or powerful, could ever hope to slay a primal on their own, despite what some wandering minstrels would have you believe.&lt;br /&gt;
| image = The_Pool_of_Tribute.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 63&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = The Ruby Sea&lt;br /&gt;
| entrance-coordinates = 5.5,24.4&lt;br /&gt;
| req-quest = The Lord of the Revel&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[The Lord of the Revel]]&lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Alisaie]]- [[The Ruby Sea]] (x5.5, y24.4)&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tMHjAazDxfs|400|right|The Pool of Tribute - Lv.63 Trial Guide}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Many of the mechanics during this fight are simplified by having the Main Tank hold Susano in place while the rest of the party stacks behind him. Susano calls some of his attacks with a set phrase.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rasen Kaikyo&#039;&#039;&#039; - Places a circular AoE under each party member&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 (Red). 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 Lightning Resistance Down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brightstorm&#039;&#039;&#039; - Immediately 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 each cast a wide line AoE that inflict Paralysis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At around 65%, 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;
At the beginning of Phase 2, a flower-shaped crystal will appear on the platform. The Main Tank should pick this up as the player who picks it up will be the one receiving continuous damage from Susano during this phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clash&#039;&#039;&#039; - The player that picked up the flower-shaped crystal will be locked in a clash with Susano, receiving a damaging debuff for as long as Ame-no-Murakumo is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ame-no-Murakumo&#039;&#039;&#039; - While clashing, Susano will begin casting this ability. Successful casting will cause a wipe. The party should focus damage on the sword to interrupt this cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheer Force&#039;&#039;&#039; - During the clash, orbs will spawn on the perimeter of the platform. The Off-tank should run into these orbs before they get to the party, as they do splash damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ends in heavy, unavoidable damage (a wipe if Ame-no-Murakumo is not destroyed), marked by a large, red line AoE across the platform.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&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. Pop mitigation cooldowns.&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. Two &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 a player needs to be destroyed. If the stone finishes casting &#039;The Sealed Gate&#039;, the player is killed (not confirmed).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ukehi&#039;&#039;&#039; - Moderate party-wide damage that can hit 1 or 2 times&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Susano Card]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|Your efforts to wreak havoc on the Isle of Zekki and draw the Red Kojin away from their imperial masters have exceeded all expectations. Unfortunately, for reasons beyond your knowing, two of the sacred treasures stored in the isle&#039;s vault &amp;quot;reacted&amp;quot; to the presence of the Yasakani-no-Magatama, summoning forth from the aether the great kami Susano—a primal by another name. How fortunate that you had the wisdom and foresight to invite several of your fellow adventurers on this journey to the Far East, and how kind they were to agree to help you torment the Red Kojin, for no single warrior, no matter how blessed or powerful, could ever hope to slay a primal on their own, despite what some wandering minstrels would have you believe.|Game Description}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=281569</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=281569"/>
		<updated>2021-04-17T20:09:57Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|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 = &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;
| roulette = Trials&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Demonic Duplicate&lt;br /&gt;
| patch = 3.5&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WdtOPon2eQk|400|right|Containment Bay Z1T9 (Zurvan) Extreme Video Guide}}&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[A Demonic Duplicate]]&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; [[Disciples of War]] and [[Disciples of Magic|Magic]] Level 60&lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[The Rising Stones]] (X:6.1 Y:5.2)&lt;br /&gt;
*&#039;&#039;&#039;NPC&#039;&#039;&#039;: [[Unukalhai]]&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; [[The Last Pillar to Fall]]&lt;br /&gt;
&lt;br /&gt;
==Rotations==&lt;br /&gt;
===1. First Phase===&lt;br /&gt;
&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;
===2. Second Phase===&lt;br /&gt;
&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;
===3. Adds Phase===&lt;br /&gt;
ADDS:&lt;br /&gt;
&lt;br /&gt;
Execrated Will = Should be tanked by a tank. Does high damage attack, which always crit, on its target and gain damage up buff every 10 sec. Use of Awareness helps mitigating damage especially when a single tank is getting both Wills in wave 2.&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 Fear. 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;
===4. Final Phase Part I===&lt;br /&gt;
&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 Bleeding 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 Damages 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;
===5. Final Phase Part II===&lt;br /&gt;
&lt;br /&gt;
*Soar: see below&lt;br /&gt;
*The Demon&#039;s Claw: Does High Damage and Stuns MT while putting Magical Vulnerability up. OT vokes 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 he/she vokes 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 voking 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;
&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 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;
*For Diagram, check out: http://imgur.com/a/gXrfO&lt;br /&gt;
&lt;br /&gt;
===Broken Seal===&lt;br /&gt;
*check this out for 3 different patterns: http://imgur.com/a/JBAJs&lt;br /&gt;
*If there are more than 2 deaths before this mechanic, expect wipe :c&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;
*Check this out for image: http://imgur.com/a/Vn7uB&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;
*[[Zurvan Card]]&lt;br /&gt;
*[[Demon Totem]]&lt;br /&gt;
*[[Zurvanite Carapace Fragment]]&lt;br /&gt;
*[[Demonic Lanner Whistle]]&lt;br /&gt;
*[[Faded Copy of Infinity]]&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Axe]]|| [[File:zurvanite axe icon1.png]]||60||265||[[Marauder|MRD]] [[Warrior|WAR]]||83 (Physical)||3.36||92.96||2||align = &amp;quot;left&amp;quot; |[[Strength]] +175, [[Vitality]] +196, [[Critical Hit Rate]] +136, [[Determination]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Blade]]|| [[File:zurvanite blade icon1.png]]||60||265||[[Gladiator|GLA]] [[Paladin|PLD]]||83 (Physical)||2.24||61.97||2||align = &amp;quot;left&amp;quot; |[[Strength]] +125, [[Vitality]] +140, [[Parry]] +68, [[Skill Speed]] +97&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Bow]]|| [[File:zurvanite bow icon1.png]]||60||265||[[Archer|ARC]] [[Bard|BRD]]||75 (Physical)||3.04||76.00||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +175, [[Vitality]] +196, [[Critical Hit Rate]] +95, [[Skill Speed]] +136&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Cane]]|| [[File:zurvanite cane icon1.png]]||60||265||[[Conjurer|CNJ]] [[White Mage|WHM]]||113 (Magical)||3.44||95.17||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +176, [[Mind]] +175, [[Determination]] +130, [[Spell Speed]] +95&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Edge]]|| [[File:zurvanite edge icon1.png]]||60||265|| [[Dark Knight|DRK]]||83 (Physical)||2.96||81.89||2||align = &amp;quot;left&amp;quot; |[[Strength]] +175, [[Vitality]] +196, [[Determination]] +130, [[Skill Speed]] +95&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Fire]]|| [[File:zurvanite fire icon1.png]]||60||265|| [[Machinist|MCH]]||75 (Physical)||2.64||66.00||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +175, [[Vitality]] +196, [[Critical Hit Rate]] +95, [[Determination]] +130&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Fists]]|| [[File:zurvanite fists icon1.png]]||60||265||[[Pugilist|PGL]] [[Monk|MNK]]||83 (Physical)||2.56||70.82||2||align = &amp;quot;left&amp;quot; |[[Strength]] +175, [[Vitality]] +196, [[Determination]] +91, [[Skill Speed]] +136&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Pike]]|| [[File:zurvanite pike icon1.png]]||60||265||[[Lancer|LNC]] [[Dragoon|DRG]]||83 (Physical)||2.80||77.46||2||align = &amp;quot;left&amp;quot; |[[Strength]] +175, [[Vitality]] +196, [[Critical Hit Rate]] +95, [[Skill Speed]] +136&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Points]]|| [[File:zurvanite points icon1.png]]||60||265||[[Rogue|ROG]] [[Ninja|NIN]]||83 (Physical)||2.56||70.82||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +175, [[Vitality]] +196, [[Critical Hit Rate]] +95, [[Determination]] +130&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Pole]]|| [[File:zurvanite pole icon1.png]]||60||265||[[Thaumaturge|THM]] [[Black Mage|BLM]]||113 (Magical)||3.28||90.74||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +176, [[Intelligence]] +175, [[Critical Hit Rate]] +136, [[Spell Speed]] +95&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Song]]|| [[File:zurvanite song icon1.png]]||60||265|| [[Scholar|SCH]]||113 (Magical)||3.12||86.32||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +176, [[Mind]] +175, [[Critical Hit Rate]] +95, [[Spell Speed]] +136&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Star]]|| [[File:zurvanite star icon1.png]]||60||265|| [[Astrologian|AST]]||113 (Magical)||3.20||88.53||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +176, [[Mind]] +175, [[Critical Hit Rate]] +136, [[Determination]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Word]]|| [[File:zurvanite word icon1.png]]||60||265||[[Arcanist|ACN]] [[Summoner|SMN]]||113 (Magical)||3.12||86.32||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +176, [[Intelligence]] +175, [[Determination]] +130, [[Spell Speed]] +95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zurvanite Shield]]||[[File:zurvanite shield icon1.png]]||60||265||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||411||411||0||align = &amp;quot;left&amp;quot; |[[Strength]] +50, [[Vitality]] +56, [[Critical Hit Rate]] +39, [[Determination]] +26&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:zurvan1.jpg|400px]] [[File:zurvan3.jpg|400px]] [[File:zurvan4.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=281568</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=281568"/>
		<updated>2021-04-17T20:09:31Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Containment Bay P1T6}}&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 = &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;
| roulette = Trials&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Deific Simulacrum&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sophia&#039;s Phases &amp;amp; Abilities==&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 stackable vulnerability debuff, 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, so watch out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&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; - an unavoidable 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alon Teleos&#039;&#039;&#039; will summon four blackened Sophia clones around the arena. 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;
&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;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;EXAMPLE&#039;&#039;&#039;: If Sophia has transmitted &#039;&#039;&#039;Aero III&#039;&#039;&#039; to a clone, players should avoid that clone at all costs as it will execute a non-telegraphed AoE knockback around itself. Instead, players should move to a clone further away and either stand behind it (&#039;&#039;&#039;Thunder II&#039;&#039;&#039;) or inside it (&#039;&#039;&#039;Thunder III&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
===Add Phase: DPS Check===&lt;br /&gt;
&lt;br /&gt;
*Sophia will begin casting &#039;&#039;&#039;Cloudy Heavens&#039;&#039;&#039;, making herself invulnerable and marking all players with &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;. This debuff can only be cleared by defeating three adds.&lt;br /&gt;
&lt;br /&gt;
*If players are fatally injured while affected by &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;, they will become mindless zombies, attacking their fellow teammates with no control over their actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The First Demiruge&#039;&#039;&#039; is a Paladin-based add that utilizes AoE attacks and a 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 away and debuffed (if they aren&#039;t knocked off the platform to a quick death). 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 centre of the line-based stack-marker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Second Demiruge&#039;&#039;&#039; is a Healer-based add which will heal the other adds and also uses a gaze mechanic to confuse 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 Demiruge&#039;&#039;&#039; is a Lancer-based add that will eventually drop a persistent ice puddle on the ground at its current position. Unlike Normal mode, &#039;&#039;&#039;The Third Demiruge&#039;&#039;&#039; will cast &#039;&#039;&#039;Gnostic Rant&#039;&#039;&#039;, a vicious directional attack 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 outer edge of the arena while the scales tip it, forcing everyone to slide in the tipped direction. After the arena has been tipped twice, Sophia will unleash an unavoidable AoE.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;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;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;
-----&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 huge straight line-AoE across 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 individual participant to acquire a black or white marker which will explode and debuff anyone who does not stand on another player with the opposite colour. Example, one player with the black marker standing with one who has a white marker. However, this can&#039;t be stacked, thus the group should be paired up.&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 pepper the raid with various other attacks (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;, a vicious tank-buster and moderate 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. Furthermore, &#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039; will debuff the victim. Optimally, the off-tank should provoke Sophia while she casts &#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039; so that the main tank can wait out the debuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Execute&#039;&#039;&#039; will now be cast, except this time, it&#039;ll 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 be more careful when discerning which clones to avoid or stand by seeing as the &#039;&#039;&#039;Daughter&#039;&#039;&#039; will no doubt blast certain safe-spots with her beam.&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;If you&#039;ve made it this far, mechanics you are now familiar with will repeat until Sophia is defeated (or the raid wipes), starting with &#039;&#039;&#039;Equilibrium &amp;amp; Daughter&#039;&#039;&#039;, much like before.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Sophia Card]]&lt;br /&gt;
*[[Goddess Totem]]&lt;br /&gt;
*[[Sophic Bead Fragment]]&lt;br /&gt;
*[[Sophic Lanner Whistle]]&lt;br /&gt;
*[[Faded Copy of Equilibrium]]&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Axe]]|| [[File:sophic axe icon1.png]]||60||255||[[Marauder|MRD]] [[Warrior|WAR]]||82 (Physical)||3.36||91.84||2||align = &amp;quot;left&amp;quot; |[[Strength]] +162, [[Vitality]] +179, [[Determination]] +124, [[Skill Speed]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Blade]]|| [[File:sophic blade icon1.png]]||60||255||[[Gladiator|GLA]] [[Paladin|PLD]]||82 (Physical)||2.24||61.22||2||align = &amp;quot;left&amp;quot; |[[Strength]] +116, [[Vitality]] +128, [[Determination]] +62, [[Skill Speed]] +92&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Bow]]|| [[File:sophic bow icon1.png]]||60||255||[[Archer|ARC]] [[Bard|BRD]]||74 (Physical)||3.04||74.98||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +162, [[Vitality]] +179, [[Determination]] +124, [[Skill Speed]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Cane]]|| [[File:sophic cane icon1.png]]||60||255||[[Conjurer|CNJ]] [[White Mage|WHM]]||112 (Magical)||3.44||94.02||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +161, [[Mind]] +162, [[Critical Hit Rate]] +91, [[Spell Speed]] +129&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Edge]]|| [[File:sophic edge icon1.png]]||60||255|| [[Dark Knight|DRK]]||82 (Physical)||2.96||80.90||2||align = &amp;quot;left&amp;quot; |[[Strength]] +162, [[Vitality]] +179, [[Critical Hit Rate]] +91, [[Skill Speed]] +129&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Fire]]|| [[File:sophic fire icon1.png]]||60||255|| [[Machinist|MCH]]||74 (Physical)||2.64||65.12||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +162, [[Vitality]] +179, [[Critical Hit Rate]] +129, [[Skill Speed]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Fists]]|| [[File:sophic fists icon1.png]]||60||255||[[Pugilist|PGL]] [[Monk|MNK]]||82 (Physical)||2.56||69.97||2||align = &amp;quot;left&amp;quot; |[[Strength]] +162, [[Vitality]] +179, [[Critical Hit Rate]] +91, [[Determination]] +124&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Pike]]|| [[File:sophic pike icon1.png]]||60||255||[[Lancer|LNC]] [[Dragoon|DRG]]||82 (Physical)||2.80||76.53||2||align = &amp;quot;left&amp;quot; |[[Strength]] +162, [[Vitality]] +179, [[Determination]] +87, [[Skill Speed]] +129&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Points]]|| [[File:sophic points icon1.png]]||60||255||[[Rogue|ROG]] [[Ninja|NIN]]||82 (Physical)||2.56||69.97||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +162, [[Vitality]] +179, [[Critical Hit Rate]] +129, [[Skill Speed]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Pole]]|| [[File:sophic pole icon1.png]]||60||255||[[Thaumaturge|THM]] [[Black Mage|BLM]]||112 (Magical)||3.28||89.65||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +161, [[Intelligence]] +162, [[Determination]] +124, [[Spell Speed]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Song]]|| [[File:sophic song icon1.png]]||60||255|| [[Scholar|SCH]]||112 (Magical)||3.12||85.28||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +161, [[Mind]] +162, [[Critical Hit Rate]] +129, [[Determination]] +87&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Star]]|| [[File:sophic star icon1.png]]||60||255|| [[Astrologian|AST]]||112 (Magical)||3.20||87.46||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +161, [[Mind]] +162, [[Determination]] +124, [[Spell Speed]] +91&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Word]]|| [[File:sophic word icon1.png]]||60||255||[[Arcanist|ACN]] [[Summoner|SMN]]||112 (Magical)||3.12||85.28||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +161, [[Intelligence]] +162, [[Critical Hit Rate]] +129, [[Determination]] +87&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sophic Shield]]||[[File:sophic shield icon1.png]]||60||255||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||401||401||0||align = &amp;quot;left&amp;quot; |[[Strength]] +46, [[Vitality]] +51, [[Parry]] +26, [[Critical Hit Rate]] +37&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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;
==Images==&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Nidhogg%27s_Rage&amp;diff=281567</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=281567"/>
		<updated>2021-04-17T20:09:02Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Final Steps of Faith}}&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;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Nidhogg&#039;s Rage&lt;br /&gt;
| patch = 3.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nidhogg EX Basics==&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;
&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;
&lt;br /&gt;
==Nidhogg&#039;s Human Form Abilities==&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Phase 5 (Darkdragon Towers)===&lt;br /&gt;
&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;
&lt;br /&gt;
===Phase 6 (Heart of the Dragon)===&lt;br /&gt;
&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;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Horde Totem]]&lt;br /&gt;
*[[Nidhogg Card]]&lt;br /&gt;
*[[Nidhogg&#039;s Scale]]&lt;br /&gt;
*[[Dark Lanner Whistle]]&lt;br /&gt;
*[[Faded Copy of Revenge of the Horde]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Axe]]|| [[File:horde axe icon1.png]]||60||235||[[Marauder|MRD]] [[Warrior|WAR]]||79 (Physical)||3.44||90.58||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +117, [[Skill Speed]] +82&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Blade]]|| [[File:horde blade icon1.png]]||60||235||[[Gladiator|GLA]] [[Paladin|PLD]]||79 (Physical)||2.24||58.98||1||align = &amp;quot;left&amp;quot; |[[Strength]] +97, [[Vitality]] +105, [[Determination]] +56, [[Skill Speed]] +84&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Bow]]|| [[File:horde bow icon1.png]]||60||235||[[Archer|ARC]] [[Bard|BRD]]||71 (Physical)||3.04||71.94||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +82, [[Determination]] +112&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Cane]]|| [[File:horde cane icon1.png]]||60||235||[[Conjurer|CNJ]] [[White Mage|WHM]]||109 (Magical)||3.44||90.58||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Mind]] +136, [[Piety]] +124, [[Critical Hit Rate]] +82&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Codex]]|| [[File:horde codex icon1.png]]||60||235|| [[Scholar|SCH]]||109 (Magical)||3.12||82.16||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Mind]] +136, [[Piety]] +87, [[Spell Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Daggers]]|| [[File:horde daggers icon1.png]]||60||235||[[Rogue|ROG]] [[Ninja|NIN]]||79 (Physical)||2.56||67.41||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +82, [[Skill Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Grimoire]]|| [[File:horde grimoire icon1.png]]||60||235||[[Arcanist|ACN]] [[Summoner|SMN]]||109 (Magical)||3.12||82.16||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Intelligence]] +136, [[Critical Hit Rate]] +82, [[Determination]] +112&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Guillotine]]|| [[File:horde guillotine icon1.png]]||60||235|| [[Dark Knight|DRK]]||79 (Physical)||2.96||77.94||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Determination]] +78, [[Skill Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Handgonne]]|| [[File:horde handgonne icon1.png]]||60||235|| [[Machinist|MCH]]||71 (Physical)||2.64||62.48||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +82, [[Skill Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Knuckles]]|| [[File:horde knuckles icon1.png]]||60||235||[[Pugilist|PGL]] [[Monk|MNK]]||79 (Physical)||2.56||67.41||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Determination]] +112, [[Skill Speed]] +82&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Rod]]|| [[File:horde rod icon1.png]]||60||235||[[Thaumaturge|THM]] [[Black Mage|BLM]]||109 (Magical)||3.28||86.37||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Intelligence]] +136, [[Determination]] +78, [[Spell Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Spear]]|| [[File:horde spear icon1.png]]||60||235||[[Lancer|LNC]] [[Dragoon|DRG]]||79 (Physical)||2.88||75.84||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +117, [[Determination]] +78&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Star Globe]]|| [[File:horde star globe icon1.png]]||60||235|| [[Astrologian|AST]]||109 (Magical)||3.20||84.26||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Mind]] +136, [[Piety]] +124, [[Determination]] +78&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Shield]]||[[File:horde shield icon1.png]]||60||235||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||380||380||1||align = &amp;quot;left&amp;quot; |[[Strength]] +39, [[Vitality]] +42, [[Parry]] +33, [[Critical Hit Rate]] +23&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the final steps of faith1.png|350px]] [[File:the final steps of faith2.png|350px]] [[File:the final steps of faith4.png|350px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Nidhogg%27s_Rage&amp;diff=281566</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=281566"/>
		<updated>2021-04-17T20:08:48Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Final Steps of Faith}}&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;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Nidhogg&#039;s Rage&lt;br /&gt;
| patch = 3.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nidhogg EX Basics==&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;
&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;
&lt;br /&gt;
==Nidhogg&#039;s Human Form Abilities==&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Phase 5 (Darkdragon Towers)===&lt;br /&gt;
&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;
&lt;br /&gt;
===Phase 6 (Heart of the Dragon)===&lt;br /&gt;
&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;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Horde Totem]]&lt;br /&gt;
*[[Nidhogg Card]]&lt;br /&gt;
*[[Nidhogg&#039;s Scale]]&lt;br /&gt;
*[[Dark Lanner Whistle]]&lt;br /&gt;
*[[Faded Copy of Revenge of the Horde]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Axe]]|| [[File:horde axe icon1.png]]||60||235||[[Marauder|MRD]] [[Warrior|WAR]]||79 (Physical)||3.44||90.58||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +117, [[Skill Speed]] +82&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Blade]]|| [[File:horde blade icon1.png]]||60||235||[[Gladiator|GLA]] [[Paladin|PLD]]||79 (Physical)||2.24||58.98||1||align = &amp;quot;left&amp;quot; |[[Strength]] +97, [[Vitality]] +105, [[Determination]] +56, [[Skill Speed]] +84&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Bow]]|| [[File:horde bow icon1.png]]||60||235||[[Archer|ARC]] [[Bard|BRD]]||71 (Physical)||3.04||71.94||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +82, [[Determination]] +112&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Cane]]|| [[File:horde cane icon1.png]]||60||235||[[Conjurer|CNJ]] [[White Mage|WHM]]||109 (Magical)||3.44||90.58||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Mind]] +136, [[Piety]] +124, [[Critical Hit Rate]] +82&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Codex]]|| [[File:horde codex icon1.png]]||60||235|| [[Scholar|SCH]]||109 (Magical)||3.12||82.16||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Mind]] +136, [[Piety]] +87, [[Spell Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Daggers]]|| [[File:horde daggers icon1.png]]||60||235||[[Rogue|ROG]] [[Ninja|NIN]]||79 (Physical)||2.56||67.41||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +82, [[Skill Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Grimoire]]|| [[File:horde grimoire icon1.png]]||60||235||[[Arcanist|ACN]] [[Summoner|SMN]]||109 (Magical)||3.12||82.16||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Intelligence]] +136, [[Critical Hit Rate]] +82, [[Determination]] +112&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Guillotine]]|| [[File:horde guillotine icon1.png]]||60||235|| [[Dark Knight|DRK]]||79 (Physical)||2.96||77.94||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Determination]] +78, [[Skill Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Handgonne]]|| [[File:horde handgonne icon1.png]]||60||235|| [[Machinist|MCH]]||71 (Physical)||2.64||62.48||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +82, [[Skill Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Knuckles]]|| [[File:horde knuckles icon1.png]]||60||235||[[Pugilist|PGL]] [[Monk|MNK]]||79 (Physical)||2.56||67.41||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Determination]] +112, [[Skill Speed]] +82&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Rod]]|| [[File:horde rod icon1.png]]||60||235||[[Thaumaturge|THM]] [[Black Mage|BLM]]||109 (Magical)||3.28||86.37||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Intelligence]] +136, [[Determination]] +78, [[Spell Speed]] +117&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Spear]]|| [[File:horde spear icon1.png]]||60||235||[[Lancer|LNC]] [[Dragoon|DRG]]||79 (Physical)||2.88||75.84||2||align = &amp;quot;left&amp;quot; |[[Strength]] +136, [[Vitality]] +147, [[Critical Hit Rate]] +117, [[Determination]] +78&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Star Globe]]|| [[File:horde star globe icon1.png]]||60||235|| [[Astrologian|AST]]||109 (Magical)||3.20||84.26||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +133, [[Mind]] +136, [[Piety]] +124, [[Determination]] +78&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Horde Shield]]||[[File:horde shield icon1.png]]||60||235||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||380||380||1||align = &amp;quot;left&amp;quot; |[[Strength]] +39, [[Vitality]] +42, [[Parry]] +33, [[Critical Hit Rate]] +23&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the final steps of faith1.png|350px]] [[File:the final steps of faith2.png|350px]] [[File:the final steps of faith4.png|350px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7_(Extreme)&amp;diff=281565</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=281565"/>
		<updated>2021-04-17T20:08:20Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Containment Bay S1T7}}&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 = &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;
| roulette = Mentor&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Fiendish Likeness&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[A Fiendish Likeness]]&lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Unukalhai]] - [[The Rising Stones]] (x6, y5)&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Quest [[When the Bough Wakes]]&lt;br /&gt;
*&#039;&#039;&#039;iLevel:&#039;&#039;&#039; 205&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|AWsvth8E_Pk|400|right|Sephirot Extreme Guide}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===Phase 1: 100% - 65%=== &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;First of all i&#039;d like to say this fight is a dance and you have to know that all moves will blend into each other, I&#039;ll try to keep them in order and as detailed as possible.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ein Sof&#039;&#039;&#039; - Four green circles will pop up growing in size over time, go to the side where no circle pops, and while doing this at the same time the next move will be happening so split up here healers on one side with off-tank and DPS on the other.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fiendish Rage&#039;&#039;&#039; - Two players will be marked and you&#039;ll have to split up the group to share damage for the two hits (usually people will stack the healers and the off tank on one side and the DPS on the other) &lt;br /&gt;
:: &#039;&#039;&#039;&#039;&#039;main tank cannot be hit by either of the split AoE hits or a deadly death blowing debuff will be applied to him&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Chesed&#039;&#039;&#039; - This will happen after you guys are done splitting up the damage from the previous ability, tank will usually re-center the boss ASAP after both groups have been hit, and usually soon after he&#039;s back in the center you&#039;ll see his arm charge back for a super hit on the main tank which I think will happen twice back-to-back (one tank buff+adlo usually works wonders).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ain&#039;&#039;&#039; - This move will happen when you see one green circle spawn on the map (same looking as the ones from ratzon), best practice is to center your self between the boss and the green circle, usually closer to the boss then the green circle to avoid extra damage, and this is done to bait the Ain ability in the direction of the green circle (safe to usually start moving past him after his arms pull back, in preperation for the next ability which will be markers/circles).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ratzon&#039;&#039;&#039; - For this I know most people in learning groups have been doing big purple circle right behind the boss and the small green ones spread out, and i think this is the worst practice happening at the moment, and whats causing much problems for newer groups trying to get to Phase 3 continuously. In my opinion Big circle at the edge of the map would work best because then only one player is having to move really far rather then 3-5 other players having to struggle getting out of the bigger circle&#039;s AoE to be safe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:3.png|Ain+Markers/Circles Example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;-Repeat from Ein Sof till phase 2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Adds=== &lt;br /&gt;
&lt;br /&gt;
:Not quite sure what to put for this part yet cause different groups do different things and it&#039;s sad/weird to me that we can&#039;t figure out the best way, if i understand it correctly and being a healer, and decent with numbers 2 big adds spawn and 12 small ones spawn, so I don&#039;t understand why 6-1-6-1 wouldn&#039;t always be the best way to go, for heals sake and tank sake. but please i know this part will need a edit hopefully someone more enlightened has a more solid answer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cochma (big add)&#039;&#039;&#039; - Physical Damage and will apply magic down vulnerability stacks over time, also healers note that this big add has it&#039;s own little mini tank buster so just be ready to heal this adds tank around that time.&lt;br /&gt;
::-upon dying a Cochma add can do roughly 10K damage per person party wide without proper buffs and what not&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Binah (little adds)&#039;&#039;&#039; - Magical Damage (these guys can really hurt the big add tank if not careful with the positioning of them)&lt;br /&gt;
::-upon dying each Binah add can do roughly 2K damage per person party wide without proper buffs and what not&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: So after more time in here the best way to go if things are shaky is 3-1-9-1 and it usually always works out as long as people are topped off before the &#039;Cochma&#039; goes off.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 3=== &lt;br /&gt;
&lt;br /&gt;
:should have this part completed by the end of today, aboutz to go hard.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yesad&#039;&#039;&#039; - Interestingly enough this move is the first and probably most important move to be on the lookout for throughout the entirety of phase 3, and this first one is usually dealt with by just stacking together in the middle of the map for the start of phase 3. The best way to know that this move is coming or that it&#039;s time to move is the entire floor will flash a yellowish color and will then crack up all green, start moving after the yellow flash.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Force Field&#039;&#039;&#039; - This will be the next ability and all this does is applies one of two possible debuffs on you which will come into play for a couple of the next abilities we&#039;re about to talk about.&lt;br /&gt;
::-&#039;&#039;&#039;Orange Debuff:&#039;&#039;&#039; physical resistance, will stack far south of the boss, after first two towers during Razton (green growing balls), also these guys will be stuck with the responsibility of being in the towers AoE while they are up, if at least one person with orange is not in the towers AoE when it goes off it&#039;s going to hurt and party will get paralyzed. Best practice here is four people will have orange and as soon as they get it they should call right or left, so that way all four people with orange don&#039;t end up at the same tower.&lt;br /&gt;
::-&#039;&#039;&#039;Blue Debuff:&#039;&#039;&#039; magic resistance, will stack at boss&#039;s chin breaking the tethers, after towers during Razton (green growing balls), Very important to break the tethers here blue people, or most likely someone&#039;s going to die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #1&#039;&#039;&#039; - This will happen right after everyone gets their force field debuff, and to not die just make sure you go to the hand where you&#039;re matching your debuff color with the color of the ball in his hand.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #1&#039;&#039;&#039; - This happens next and is not that hard to deal with at all, simply have two orange people stand in each each tower, at the very least you want one person with the orange debuff in each tower at all times, two is for safety measures.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Razton (Green Growing Balls)&#039;&#039;&#039; - This will sort of happen during towers and is kinda of a way to say get ready to get in place, if you have orange you&#039;re at this point running away from the boss (south of boss), and if you have the blue debuff you should be stacking at his chin to grab one of the four tethers from the orange guys. (if a tether is left on a orange person he/she will be killed)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #2&#039;&#039;&#039; - This will now happen again right after Razton/Tethers, so orange people get ready to get right back in a tower ASAP after green balls disappear.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #2&#039;&#039;&#039; - This will now also happen again after towers are dealt with, so get to your respective sides, after this ability the color debuff should wear off be ready for earth-shaker makers ASAP.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Earth Shaker/Yesad&#039;&#039;&#039; - 1 DPS and 1 Healer will get a marker above their heads, one has to go far left and the other has to go far right, everyone else should be stacking up tight on bosses mid because keep in mind this earth shaker is happening while a Yesad is also about to be going down, so after the yellow flash goes of get ready to move everyone including the outer people that had the earth shaker markers.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Da&#039;At/AoE Damage&#039;&#039;&#039; - Basically after the above earth shaker and yesad go off, everyone kind of wants to spread out and have their own little space, because this ability will start causing damage (which has a AoE splash, hence the spreading out) to random players starting with a very hard hit on the Main tank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #3&#039;&#039;&#039; - These towers have to get handled by tanks only because no one will have the color debuffs to handle them with, so tanks with their super HP will at this part take one tower each.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #3&#039;&#039;&#039; - Since we don&#039;t have any color debuffs, everyone can just stack in mid, and healers get ready to lift/top off party.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Pillar of Mercy/Yesad/Razton(x2 balls)&#039;&#039;&#039; - Best practice is to stack on the first pillar of mercy till you see the yellow flash that way you bait the Yesad to where no one should be standing. Once the yellow flash happens right away step out of the first pillar of mercy, looking at the boss you want to step out to the right, if looking away from the boss step out to the left (keep in mind a knock back is incoming, so don&#039;t do a deep left or right while moving out of the pillar of mercy.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Earth Shaker/Da&#039;At/Yesad&#039;&#039;&#039; - Heaker/DPS with earth shaker makers get ready to go to your proper sides, rest of the group spread out getting ready for Yesad.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #4&#039;&#039;&#039; - These towers have to get handled by tanks only because no one will have the color debuffs to handle them with, so tanks with their super HP will at this part take one tower each.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #4&#039;&#039;&#039; - Since we don&#039;t have any color debuffs, everyone can just stack in mid, and healers get ready to lift/top off party&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Malkuth (Knock-Back)&#039;&#039;&#039; - Most groups will stack by his face, by whatever marker is there and move slightly forward to avoid being knocked off the edge after he blows the party back.&lt;br /&gt;
&lt;br /&gt;
Note: Healing hell starts here!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Adds/Big Balls Hands #5&#039;&#039;&#039; - Mainly tanks have to worry here about running forward and grabbing adds rest of the party usually stacks on Storm of Words after being knocked back there (healers will be lifting group from knock-back DMG and then will be getting ready to lift the party after AoE Damage, while also topping off tanks for their towers, while also getting ready to AoE heal again after towers for some crazy party DMG).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #5/Yesad/Storm of Words&#039;&#039;&#039; - Tanks grab a tower each, the rest of the group should be stacked on Storm of Words, and getting ready to move for the Yesad that is about to happen (after the yesad finish of the last two adds and stack on Storm of Words getting ready for the last yesad of phase 3).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls Hands #6&#039;&#039;&#039; - Healers make sure everyone is topped and AoE heal after they go off.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yesad&#039;&#039;&#039; - This here is the last yesad of phase 3 before the group gets knocked up into the air, thanks to Storm of Words.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls Hands #7&#039;&#039;&#039; - If you&#039;re a healer at this point your like holy s*** i still have MP left?&lt;br /&gt;
&lt;br /&gt;
Note: Healing hell ends here!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;-Repeat from the first yesad until you defeat him or he enrages&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fixed.jpg|Pillar+Yesad+Razton Example&lt;br /&gt;
File:1.jpg|Earth Shaker+Yesad Positioning&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Other===&lt;br /&gt;
*25 [[Allagan Tomestones of Esoterics]]&lt;br /&gt;
*13 [[Allagan Tomestones of Lore]]&lt;br /&gt;
*[[Fiend Totem]]&lt;br /&gt;
*[[Faded Copy of Fiend]]&lt;br /&gt;
*[[Sephirot Sap]]&lt;br /&gt;
*[[Fiend Sap]]&lt;br /&gt;
*[[Warring Lanner Whistle]]&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Axe of the Sephirot]]|| [[File:axe of the sephirot icon1.png]]||60||220||[[Marauder|MRD]] [[Warrior|WAR]]||77 (Physical)||3.44||88.29||2||align = &amp;quot;left&amp;quot; |[[Strength]] +119, [[Vitality]] +128, [[Determination]] +103, [[Skill Speed]] +76&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of the Sephirot]]|| [[File:blade of the sephirot icon1.png]]||60||220||[[Gladiator|GLA]] [[Paladin|PLD]]||77 (Physical)||2.24||57.49||1||align = &amp;quot;left&amp;quot; |[[Strength]] +85, [[Vitality]] +91, [[Parry]] +54, [[Skill Speed]] +77&lt;br /&gt;
|-&lt;br /&gt;
|[[Bow of the Sephirot]]|| [[File:bow of the sephirot icon1.png]]||60||220||[[Archer|ARC]] [[Bard|BRD]]||69 (Physical)||3.04||69.92||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +119, [[Vitality]] +128, [[Critical Hit Rate]] +76, [[Skill Speed]] +108&lt;br /&gt;
|-&lt;br /&gt;
|[[Cane of the Sephirot]]|| [[File:cane of the sephirot icon1.png]]||60||220||[[Conjurer|CNJ]] [[White Mage|WHM]]||106 (Magical)||3.44||88.29||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +115, [[Mind]] +119, [[Critical Hit Rate]] +108, [[Spell Speed]] +76&lt;br /&gt;
|-&lt;br /&gt;
|[[Edge of the Sephirot]]|| [[File:edge of the sephirot icon1.png]]||60||220|| [[Dark Knight|DRK]]||77 (Physical)||2.96||75.97||2||align = &amp;quot;left&amp;quot; |[[Strength]] +119, [[Vitality]] +128, [[Determination]] +103, [[Skill Speed]] +76&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire of the Sephirot]]|| [[File:fire of the sephirot icon1.png]]||60||220|| [[Machinist|MCH]]||69 (Physical)||2.64||60.72||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +119, [[Vitality]] +128, [[Critical Hit Rate]] +108, [[Skill Speed]] +76&lt;br /&gt;
|-&lt;br /&gt;
|[[Fists of the Sephirot]]|| [[File:fists of the sephirot icon1.png]]||60||220||[[Pugilist|PGL]] [[Monk|MNK]]||77 (Physical)||2.56||65.70||2||align = &amp;quot;left&amp;quot; |[[Strength]] +119, [[Vitality]] +128, [[Critical Hit Rate]] +76, [[Skill Speed]] +108&lt;br /&gt;
|-&lt;br /&gt;
|[[Pike of the Sephirot]]|| [[File:pike of the sephirot icon1.png]]||60||220||[[Lancer|LNC]] [[Dragoon|DRG]]||77 (Physical)||2.88||73.92||2||align = &amp;quot;left&amp;quot; |[[Strength]] +119, [[Vitality]] +128, [[Critical Hit Rate]] +76, [[Skill Speed]] +108&lt;br /&gt;
|-&lt;br /&gt;
|[[Points of the Sephirot]]|| [[File:points of the sephirot icon1.png]]||60||220||[[Rogue|ROG]] [[Ninja|NIN]]||77 (Physical)||2.56||65.70||2||align = &amp;quot;left&amp;quot; |[[Dexterity]] +119, [[Vitality]] +128, [[Critical Hit Rate]] +108, [[Skill Speed]] +76&lt;br /&gt;
|-&lt;br /&gt;
|[[Song of the Sephirot]]|| [[File:song of the sephirot icon1.png]]||60||220|| [[Scholar|SCH]]||106 (Magical)||3.12||80.08||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +115, [[Mind]] +119, [[Determination]] +72, [[Spell Speed]] +108&lt;br /&gt;
|-&lt;br /&gt;
|[[Staff of the Sephirot]]|| [[File:staff of the sephirot icon1.png]]||60||220||[[Thaumaturge|THM]] [[Black Mage|BLM]]||106 (Magical)||3.28||84.18||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +115, [[Intelligence]] +119, [[Determination]] +72, [[Spell Speed]] +108&lt;br /&gt;
|-&lt;br /&gt;
|[[Star of the Sephirot]]|| [[File:star of the sephirot icon1.png]]||60||220|| [[Astrologian|AST]]||106 (Magical)||3.20||82.13||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +115, [[Mind]] +119, [[Critical Hit Rate]] +76, [[Determination]] +103&lt;br /&gt;
|-&lt;br /&gt;
|[[Word of the Sephirot]]|| [[File:word of the sephirot icon1.png]]||60||220||[[Arcanist|ACN]] [[Summoner|SMN]]||106 (Magical)||3.12||80.08||2||align = &amp;quot;left&amp;quot; |[[Vitality]] +115, [[Intelligence]] +119, [[Critical Hit Rate]] +108, [[Determination]] +72&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield of the Sephirot]]||[[File:shield of the sephirot icon1.png]]||60||220||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||364||364||1||align = &amp;quot;left&amp;quot; |[[Strength]] +34, [[Vitality]] +37, [[Critical Hit Rate]] +31, [[Determination]] +21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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.”&lt;br /&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;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Thordan%27s_Reign&amp;diff=281564</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=281564"/>
		<updated>2021-04-17T20:07:38Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Singularity Reactor}}&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 = &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;
| roulette = Mentor&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Thordan&#039;s Reign&lt;br /&gt;
| patch = 3.1&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|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...|Game Description}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Thordan&#039;s Reign]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Alys]] - [[Mor Dhona]] (x21, y8)&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[Heavensward (Quest)]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Before the fight===&lt;br /&gt;
&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;gt; South -&amp;gt; North)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Thordan===&lt;br /&gt;
&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;gt; 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;
&lt;br /&gt;
===Phase 2a: Conviction Towers===&lt;br /&gt;
&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;
&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. Also, there is no outgoing damage during this phase, so tanks can be in their dps stances.&lt;br /&gt;
&lt;br /&gt;
After Sacred Cross, avoid the three knights that will 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;
&lt;br /&gt;
===Phase 3: Two Knights===&lt;br /&gt;
&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, three 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;gt; Holiest of Holy -&amp;gt; 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;
&lt;br /&gt;
===Phase 4a: Dimensional Collapse + Spiral Pierce + Hiemal Storm===&lt;br /&gt;
&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;
&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;
A knight 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;
&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;
&lt;br /&gt;
===Phase 5: Spear of Fury===&lt;br /&gt;
&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;
One healer will be marked (green mark) for Holy Shield Bash. 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;
A knight in the center of the arena will then charge at the affected healer (Spear of Fury), and each player hit absorbs some damage. The OT should use cooldowns to mitigate this attack. If any player dies from this attack, the party will wipe. 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;
&lt;br /&gt;
===Phase 6: Conviction Towers + Dragon&#039;s Gaze + Heavy Impact===&lt;br /&gt;
&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, the next series of mechanics will occur.  &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;
 &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, Dimensional Collapse circles will spawn at each player&#039;s location. Avoid these, then stack in the center for Dragon&#039;s Rage and knockback. 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;
&lt;br /&gt;
Ignore the Dragon&#039;s Eye Thordan casts during this phase, as there is no Dragon&#039;s Gaze. Spread out for Lightning Storm, just as in Phase 1, and look for the Spiral Thrust (divebomb) knight on the outer edge of the arena. If it helps, there is a flash of light at the knight&#039;s location when the Lightning Storm&#039;s purple markers come out.&lt;br /&gt;
&lt;br /&gt;
After Lightning Storm hits, quickly heal up the party. One player (not the MT) will be marked for Skyward Leap (blue prey mark), and another player (not the MT) will be tethered. Thordan will begin to cast Dragon&#039;s Rage shortly.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Phase 8: Holy Chains + Dragon&#039;s Gaze + Ascalon&#039;s Fury + Hiemal Storm + Heavensflame===&lt;br /&gt;
&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, players will be marked for Heavensflame and Holy Chains. Spread out to your pre-assigned location, relative to the MT (treat the MT as north). Once again, prioritize breaking Holy Chains first. &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;gt; Heavenly Heel -&amp;gt; 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;
&lt;br /&gt;
===Phase 9: Sacred Cross + Dragon&#039;s Gaze===&lt;br /&gt;
&lt;br /&gt;
The party will suffer from large, AoE damage during this phase. Depending on Thordan&#039;s health, you will need to make a decision whether to use your Limit Break on Thordan, or save it for the tethered Spiral Cross knight later. Once again, the Sacred Cross knight will spawn in the center, but will be tethered to Thordan, rendering Thordan invulnerable. Be careful of the Dragon&#039;s Gaze that occurs towards the end of Sacred Cross. This Sacred Cross also hits a lot harder than previous ones, so if Limit Break is available, use it on the knight.&lt;br /&gt;
&lt;br /&gt;
After Sacred Cross, prepare for Heavenly Heel -&amp;gt; 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;
*25 [[Allagan Tomestone of Law]]&lt;br /&gt;
*12 [[Allagan Tomestone of Esoterics]]&lt;br /&gt;
*[[Heavens&#039; Ward Helm Fragment]] - Used to purchase weapons, shield, and barding.&lt;br /&gt;
*[[Round Table Barding]]&lt;br /&gt;
*[[Archbishop Thordan VII Card]]&lt;br /&gt;
*[[Round Lanner Whistle]]&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Axe of the Heavens]]|| [[File:axe of the heavens icon1.png]]||60||205||[[Marauder|MRD]] [[Warrior|WAR]]||75 (Physical)||3.44||86.00||0||align = &amp;quot;left&amp;quot; |[[Strength]] +105, [[Vitality]] +110, [[Critical Hit Rate]] +68, [[Skill Speed]] +97&lt;br /&gt;
|-&lt;br /&gt;
|[[Bow of the Heavens]]|| [[File:bow of the heavens icon1.png]]||60||205||[[Archer|ARC]] [[Bard|BRD]]||68 (Physical)||3.04||68.90||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +105, [[Vitality]] +110, [[Critical Hit Rate]] +68, [[Determination]] +93&lt;br /&gt;
|-&lt;br /&gt;
|[[Cane of the Heavens]]|| [[File:cane of the heavens icon1.png]]||60||205||[[Conjurer|CNJ]] [[White Mage|WHM]]||104 (Magical)||3.44||86.00||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +99, [[Mind]] +105, [[Piety]] +75, [[Spell Speed]] +97&lt;br /&gt;
|-&lt;br /&gt;
|[[Claymore of the Heavens]]|| [[File:claymore of the heavens icon1.png]]||60||205|| [[Dark Knight|DRK]]||75 (Physical)||2.96||74.00||0||align = &amp;quot;left&amp;quot; |[[Strength]] +105, [[Vitality]] +110, [[Parry]] +68, [[Critical Hit Rate]] +97&lt;br /&gt;
|-&lt;br /&gt;
|[[Codex of the Heavens]]|| [[File:codex of the heavens icon1.png]]||60||205|| [[Scholar|SCH]]||104 (Magical)||3.12||78.00||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +99, [[Mind]] +105, [[Piety]] +75, [[Determination]] +93&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggers of the Heavens]]|| [[File:daggers of the heavens icon1.png]]||60||205||[[Rogue|ROG]] [[Ninja|NIN]]||75 (Physical)||2.64||66.00||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +105, [[Vitality]] +110, [[Critical Hit Rate]] +68, [[Determination]] +93&lt;br /&gt;
|-&lt;br /&gt;
|[[Grimoire of the Heavens]]|| [[File:grimoire of the heavens icon1.png]]||60||205||[[Arcanist|ACN]] [[Summoner|SMN]]||104 (Magical)||3.12||78.00||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +99, [[Intelligence]] +105, [[Critical Hit Rate]] +97, [[Determination]] +65&lt;br /&gt;
|-&lt;br /&gt;
|[[Halberd of the Heavens]]|| [[File:halberd of the heavens icon1.png]]||60||205||[[Lancer|LNC]] [[Dragoon|DRG]]||75 (Physical)||2.88||72.00||0||align = &amp;quot;left&amp;quot; |[[Strength]] +105, [[Vitality]] +110, [[Critical Hit Rate]] +97, [[Determination]] +65&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavensfire]]|| [[File:heavensfire icon1.png]]||60||205|| [[Machinist|MCH]]||68 (Physical)||2.48||56.21||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +105, [[Vitality]] +110, [[Critical Hit Rate]] +68, [[Determination]] +93&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavensmeter]]|| [[File:heavensmeter icon1.png]]||60||205|| [[Astrologian|AST]]||104 (Magical)||3.20||80.00||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +99, [[Mind]] +105, [[Piety]] +75, [[Critical Hit Rate]] +97&lt;br /&gt;
|-&lt;br /&gt;
|[[Knuckles of the Heavens]]|| [[File:knuckles of the heavens icon1.png]]||60||205||[[Pugilist|PGL]] [[Monk|MNK]]||75 (Physical)||2.56||64.00||0||align = &amp;quot;left&amp;quot; |[[Strength]] +105, [[Vitality]] +110, [[Critical Hit Rate]] +97, [[Determination]] +65&lt;br /&gt;
|-&lt;br /&gt;
|[[Staff of the Heavens]]|| [[File:staff of the heavens icon1.png]]||60||205||[[Thaumaturge|THM]] [[Black Mage|BLM]]||104 (Magical)||3.28||82.00||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +99, [[Intelligence]] +105, [[Critical Hit Rate]] +68, [[Spell Speed]] +97&lt;br /&gt;
|-&lt;br /&gt;
|[[Sword of the Heavens]]|| [[File:sword of the heavens icon1.png]]||60||205||[[Gladiator|GLA]] [[Paladin|PLD]]||75 (Physical)||2.24||56.00||0||align = &amp;quot;left&amp;quot; |[[Strength]] +75, [[Vitality]] +79, [[Critical Hit Rate]] +49, [[Determination]] +66&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield of the Heavens]]||[[File:shield of the heavens icon1.png]]||60||205||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||549||199||0||align = &amp;quot;left&amp;quot; |[[Strength]] +30, [[Vitality]] +31, [[Parry]] +19, [[Skill Speed]] +28&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Weapon Images===&lt;br /&gt;
[[File:thordans reign weapon1.jpg|300px]] [[File:thordans reign weapon2.jpg|300px]] [[File:thordans reign weapon3.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
===Trial Images===&lt;br /&gt;
[[File:thordans reign1.jpg|350px]] [[File:thordans reign2.jpg|350px]] [[File:thordans reign4.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|-pZ5MfWpOTw|400|left|Thordan&#039;s Reign EXTREME PRIMAL Guide}}&lt;br /&gt;
{{#ev:youtube|64un7DeWWas|400|left|Stark&#039;s Thordan Extreme Survival Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Extreme)&amp;diff=281563</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=281563"/>
		<updated>2021-04-17T20:07:12Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|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 = &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;
| roulette = Mentor&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Thok Around the Clock&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
[[Thok ast Thok (Extreme)]] is a level 60 [[trial]] that requires a Full Party of 8 players. In the trial, players face [[Ravana]], the [[primal]] worshiped by [[The Gnath]]. Thok ast Thok (Extreme) requires the players to have a minimum item level of 175.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Thok ast Thok (Extreme) is unlocked through the level 60 [[sidequest]] [[Thok Around the Clock]]. Players can received the quest by talking to [[Unukalhai]] in [[The Rising Stones]] (x5,y4). Prerequisite quests are [[Heavensward (Quest)]] and [[Gods of Eld]].&lt;br /&gt;
&lt;br /&gt;
*[[The Diabolical Bismarck]] is no longer required to start this quest.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
===Dragonfly===&lt;br /&gt;
&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;
&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;
&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;
&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;
&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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/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 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;
&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Dragonfly===&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Scorpion===&lt;br /&gt;
&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;
&lt;br /&gt;
Rotation: Prelude to Liberation -&amp;gt; Liberation&lt;br /&gt;
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&lt;br /&gt;
===Phase 3 - Dragonfly + Ultimate===&lt;br /&gt;
&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;
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&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;
&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;
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&#039;&#039;&#039;Chandrahas and Gana Adds&#039;&#039;&#039;&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
&lt;br /&gt;
===Phase 4 - Beetle===&lt;br /&gt;
&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;
&lt;br /&gt;
Rotation: Pillars of Heaven -&amp;gt; Laughing Rose -&amp;gt; Surpanakha x4 -&amp;gt; The Rose of Conviction -&amp;gt; The Rose of Hate -&amp;gt; Surpanakha (repeat until Phase push by filling up the Bloodlust meter)&lt;br /&gt;
&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 Surpanakha, this player needs to run over the tank to pass Prey on to them. Remember that 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/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;
&lt;br /&gt;
&lt;br /&gt;
===Phase 5 - Scorpion===&lt;br /&gt;
&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;
&lt;br /&gt;
Rotation: Swift Liberation -&amp;gt; Final Liberation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refer to the Swift and Final Liberation descriptions at the top of the guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 6 - Dragonfly===&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&lt;br /&gt;
===Phase 7 - Beetle===&lt;br /&gt;
&lt;br /&gt;
Same as previous Beetle phase, this will last until the Bloodlust meter hits 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Pillars of Heaven -&amp;gt; Laughing Rose -&amp;gt; Surpanakha x4 -&amp;gt; The Rose of Conviction -&amp;gt; The Rose of Hate -&amp;gt; Surpanakha x8 -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should be aiming to kill Ravana during this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 8 - Scorpion===&lt;br /&gt;
&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;
&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;
*[[Ravana&#039;s Forewing]]&lt;br /&gt;
*[[Rose Lanner Whistle]]&lt;br /&gt;
*[[Hive Totem]] - Each player will receive 1 totem per kill. Collect 10 totems to exchange for a weapon or 99 for a [[Rose Lanner Whistle]] at [[Sabina]] in [[Idyllshire]] (x5,y5).&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Battleaxe]]|| [[File:hive battleaxe icon1.png]]||60||190||[[Marauder|MRD]] [[Warrior|WAR]]||72 (Physical)||3.36||80.64||0||align = &amp;quot;left&amp;quot; |[[Strength]] +92, [[Vitality]] +94, [[Parry]] +58, [[Determination]] +80&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Bow]]|| [[File:hive bow icon1.png]]||60||190||[[Archer|ARC]] [[Bard|BRD]]||65 (Physical)||3.04||65.86||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +92, [[Vitality]] +94, [[Critical Hit Rate]] +83, [[Determination]] +56&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Cane]]|| [[File:hive cane icon1.png]]||60||190||[[Conjurer|CNJ]] [[White Mage|WHM]]||100 (Magical)||3.36||80.64||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +85, [[Mind]] +92, [[Determination]] +80, [[Spell Speed]] +58&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Claws]]|| [[File:hive claws icon1.png]]||60||190||[[Pugilist|PGL]] [[Monk|MNK]]||72 (Physical)||2.40||57.60||0||align = &amp;quot;left&amp;quot; |[[Strength]] +92, [[Vitality]] +94, [[Critical Hit Rate]] +83, [[Determination]] +56&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Claymore]]|| [[File:hive claymore icon1.png]]||60||190|| [[Dark Knight|DRK]]||72 (Physical)||2.96||71.04||0||align = &amp;quot;left&amp;quot; |[[Strength]] +92, [[Vitality]] +94, [[Critical Hit Rate]] +83, [[Skill Speed]] +58&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Codex]]|| [[File:hive codex icon1.png]]||60||190|| [[Scholar|SCH]]||100 (Magical)||3.12||74.88||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +85, [[Mind]] +92, [[Critical Hit Rate]] +83, [[Spell Speed]] +58&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Grimoire]]|| [[File:hive grimoire icon1.png]]||60||190||[[Arcanist|ACN]] [[Summoner|SMN]]||100 (Magical)||3.12||74.88||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +85, [[Intelligence]] +92, [[Critical Hit Rate]] +83, [[Determination]] +56&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Kris]]|| [[File:hive kris icon1.png]]||60||190||[[Rogue|ROG]] [[Ninja|NIN]]||72 (Physical)||2.64||63.36||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +92, [[Vitality]] +94, [[Determination]] +80, [[Skill Speed]] +58&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Longpole]]|| [[File:hive longpole icon1.png]]||60||190||[[Thaumaturge|THM]] [[Black Mage|BLM]]||100 (Magical)||3.28||78.72||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +85, [[Intelligence]] +92, [[Critical Hit Rate]] +58, [[Determination]] +80&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Musketoon]]|| [[File:hive musketoon icon1.png]]||60||190|| [[Machinist|MCH]]||65 (Physical)||2.64||57.20||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +92, [[Vitality]] +94, [[Determination]] +56, [[Skill Speed]] +83&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Planisphere]]|| [[File:hive planisphere icon1.png]]||60||190|| [[Astrologian|AST]]||100 (Magical)||3.20||76.80||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +85, [[Mind]] +92, [[Critical Hit Rate]] +83, [[Spell Speed]] +58&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Shamshir]]|| [[File:hive shamshir icon1.png]]||60||190||[[Gladiator|GLA]] [[Paladin|PLD]]||72 (Physical)||2.08||49.92||0||align = &amp;quot;left&amp;quot; |[[Strength]] +66, [[Vitality]] +67, [[Determination]] +57, [[Skill Speed]] +41&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Spear]]|| [[File:hive spear icon1.png]]||60||190||[[Lancer|LNC]] [[Dragoon|DRG]]||72 (Physical)||2.80||67.20||0||align = &amp;quot;left&amp;quot; |[[Strength]] +92, [[Vitality]] +94, [[Critical Hit Rate]] +83, [[Skill Speed]] +58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive Scutum]]||[[File:hive scutum icon1.png]]||60||190||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||533||183||0||align = &amp;quot;left&amp;quot; |[[Strength]] +26, [[Vitality]] +27, [[Parry]] +24, [[Skill Speed]] +17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Lore==&lt;br /&gt;
The Lord of the Mists has fallen, but Bismarck is not the only primal to have been willed back into existence by its 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 its insatiable appetite for power unleashes destruction of cataclysmic proportions...&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|NtUmWKuPKiw|400|left|Thok ast Thok (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ssW6dSHUGVI|400|left|Stark&#039;s Ravana Extreme Tanking Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Limitless_Blue_(Extreme)&amp;diff=281562</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=281562"/>
		<updated>2021-04-17T20:06:27Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|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 = &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;
| roulette = Mentor&lt;br /&gt;
| tomestone-poetics = &lt;br /&gt;
| tomestone-creation = &lt;br /&gt;
| tomestone-mendacity = &lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = The Diabolical Bismarck&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
[[The Limitless Blue (Extreme)]] is a level 60 [[trial]] that requires a Full Party of 8 players. In the trial, players face [[Bismarck]], the [[primal]] worshiped by the [[Vanu Vanu]]. The Limitless Blue (Extreme) requires the players to have a minimum item level of 165. &lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
The Limitless Blue (Extreme) is unlocked through the level 60 [[sidequest]] [[The Diabolical Bismarck]]. Players can receive the quest by talking to [[Unukalhai]] in [[The Rising Stones]] (x5,y4). Prerequisite quests are [[Heavensward (Quest)]] and [[Gods of Eld]] which can be obtained at (x11, y11) in the Pillars from Torsefers.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|77Ec06ovKtw|400|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;
[[Expanse Totem]] - each player will receive 1 totem per kill. Collect 10 totems to exchange for a weapon at [[Sabina]] in [[Idyllshire]] (x5,y5).&lt;br /&gt;
&lt;br /&gt;
[[Expanse Baleen]]&lt;br /&gt;
&lt;br /&gt;
[[Bismarck Card]]&lt;br /&gt;
&lt;br /&gt;
[[Bismarck&#039;s Baleen]]&lt;br /&gt;
&lt;br /&gt;
[[White Lanner Whistle]]&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Astrometer]]|| [[File:expanse astrometer icon1.png]]||60||175|| [[Astrologian|AST]]||95 (Magical)||3.20||72.53||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +73, [[Mind]] +83, [[Piety]] +65, [[Spell Speed]] +49&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Battleaxe]]|| [[File:expanse battleaxe icon1.png]]||60||175||[[Marauder|MRD]] [[Warrior|WAR]]||68 (Physical)||3.36||76.16||0||align = &amp;quot;left&amp;quot; |[[Strength]] +83, [[Vitality]] +81, [[Critical Hit Rate]] +71, [[Determination]] +48&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Cane]]|| [[File:expanse cane icon1.png]]||60||175||[[Conjurer|CNJ]] [[White Mage|WHM]]||95 (Magical)||3.36||76.16||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +73, [[Mind]] +83, [[Piety]] +46, [[Critical Hit Rate]] +71&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Codex]]|| [[File:expanse codex icon1.png]]||60||175|| [[Scholar|SCH]]||95 (Magical)||3.12||70.72||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +73, [[Mind]] +83, [[Piety]] +65, [[Spell Speed]] +49&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Greatsword]]|| [[File:expanse greatsword icon1.png]]||60||175|| [[Dark Knight|DRK]]||68 (Physical)||2.96||67.09||0||align = &amp;quot;left&amp;quot; |[[Strength]] +83, [[Vitality]] +81, [[Determination]] +68, [[Skill Speed]] +49&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Grimoire]]|| [[File:expanse grimoire icon1.png]]||60||175||[[Arcanist|ACN]] [[Summoner|SMN]]||95 (Magical)||3.12||70.72||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +73, [[Intelligence]] +83, [[Determination]] +68, [[Spell Speed]] +49&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Handgonne]]|| [[File:expanse handgonne icon1.png]]||60||175|| [[Machinist|MCH]]||61 (Physical)||2.76||56.12||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +83, [[Vitality]] +81, [[Critical Hit Rate]] +49, [[Determination]] +68&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Longbow]]|| [[File:expanse longbow icon1.png]]||60||175||[[Archer|ARC]] [[Bard|BRD]]||61 (Physical)||3.28||66.69||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +83, [[Vitality]] +81, [[Determination]] +48, [[Skill Speed]] +71&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Longpole]]|| [[File:expanse longpole icon1.png]]||60||175||[[Thaumaturge|THM]] [[Black Mage|BLM]]||95 (Magical)||3.36||76.16||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +73, [[Intelligence]] +83, [[Critical Hit Rate]] +71, [[Determination]] +48&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Machetes]]|| [[File:expanse machetes icon1.png]]||60||175||[[Rogue|ROG]] [[Ninja|NIN]]||68 (Physical)||2.40||54.40||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +83, [[Vitality]] +81, [[Critical Hit Rate]] +71, [[Skill Speed]] +49&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Partisan]]|| [[File:expanse partisan icon1.png]]||60||175||[[Lancer|LNC]] [[Dragoon|DRG]]||68 (Physical)||2.80||63.46||0||align = &amp;quot;left&amp;quot; |[[Strength]] +83, [[Vitality]] +81, [[Determination]] +68, [[Skill Speed]] +49&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Patas]]|| [[File:expanse patas icon1.png]]||60||175||[[Pugilist|PGL]] [[Monk|MNK]]||68 (Physical)||2.40||54.40||0||align = &amp;quot;left&amp;quot; |[[Strength]] +83, [[Vitality]] +81, [[Critical Hit Rate]] +49, [[Determination]] +68&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Sword]]|| [[File:expanse sword icon1.png]]||60||175||[[Gladiator|GLA]] [[Paladin|PLD]]||68 (Physical)||2.24||50.77||0||align = &amp;quot;left&amp;quot; |[[Strength]] +59, [[Vitality]] +58, [[Parry]] +35, [[Determination]] +49&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Expanse Shield]]||[[File:expanse shield icon1.png]]||60||175||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||515||167||0||align = &amp;quot;left&amp;quot; |[[Strength]] +24, [[Vitality]] +23, [[Determination]] +14, [[Skill Speed]] +20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9&amp;diff=281561</id>
		<title>Containment Bay Z1T9</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9&amp;diff=281561"/>
		<updated>2021-04-17T20:04:39Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Containment Bay Z1T9 (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay Z1T9&lt;br /&gt;
| image = Containment_Bay_Z1T9.png&lt;br /&gt;
| description = Only one pillar of the [[Warring Triad]] remains: [[Zurvan]], the Demon. Worshipped by a Meracydian race of centaur-like beings, this eikon manifested upon the physical plane as an embodiment of eternal victory. And yet, despite his godlike might, Zurvan was captured. He has languished in his [[Allag]]an-made prison now for five thousand years, his primal desire for justice swelling in magnitude with each passing millennium...&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 = Normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| req-quest = The Last Pillar to Fall&lt;br /&gt;
| patch = 3.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zurvan&#039;s Phases &amp;amp; Abilities==&lt;br /&gt;
&lt;br /&gt;
Zurvan utilizes the following moves and mechanics throughout a total of four phases.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
The fight begins on a large platform divided into noticeable quarters which, as the fight progresses, eventually fall in a counterclockwise pattern starting from the east. Anyone standing on falling segments of the platform will immediately perish. When the last remaining quarter of the platform drops, Phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039; is a frontal cleave that periodically targets the main tank. Due to this, the main-tank should make sure that Zurvan is faced away from the group until there is only one remaining segment of the platform left.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flare Star&#039;&#039;&#039; drops circular AoE&#039;s on random players which should be avoided.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins after the last remaining section of the platform drops down, causing all remaining players to fall into a new arena. &lt;br /&gt;
&lt;br /&gt;
*Zurvan will begin charging &#039;&#039;&#039;Soar&#039;&#039;&#039;, which will cause him to jump away from the arena once fully cast. During this, Zurvan will cast 2 line-AoE&#039;s from himself that should be avoided, followed by clones of Zurvan that will appear on the outer edges of the arena that will also cast line-AoE&#039;s in a similar manner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaming Halberd&#039;&#039;&#039; will occur shortly after Zurvan has leapt from the arena using &#039;&#039;&#039;Soar&#039;&#039;&#039;. At first, two players are targeted by waves of circular AoEs that will follow their movements. Targeted players should move away from the group to avoid inflicting unnecessary damage. Once complete, a flaming puddle will be left behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dive&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Flaming Halberd&#039;&#039;&#039; at a random Healer, assuming one is alive. This is a basic stack-mechanic where players should group up to absorb as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
*After landing, Zurvan will turn towards a random player and begin casting &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, an unmarked line-AoE that the target should side-step to avoid being damaged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Puddle&#039;&#039;&#039; is a persistent AoE puddle centred on the boss (about the size of Zurvan&#039;s hitbox) which will inflict damage and slow the movement of anyone who stands within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Halberd&#039;&#039;&#039; can only be used after &#039;&#039;&#039;Ice Puddle&#039;&#039;&#039;, which is a massive conal AoE. To avoid being hit, players should move behind Zurvan himself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Southern Cross&#039;&#039;&#039; will cause multiple AoE&#039;s to target random players. Ideally, players should stack up so that these AoE&#039;s land on top of each other, providing more space to dodge the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ciclicle&#039;&#039;&#039; is a massive donut AoE, centred on Zurvan, that is cast immediately after &#039;&#039;&#039;Southern Cross&#039;&#039;&#039;. To avoid this attack, players must remain close to Zurvan himself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail End&#039;&#039;&#039; is a huge AoE cast straight after &#039;&#039;&#039;Ciclicle&#039;&#039;&#039; which is centred on Zurvan while he is in the middle of the room. To avoid this, players must move to the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
Phase 3 consists of dealing with multiple waves of adds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wave 1&#039;&#039;&#039; includes three &#039;&#039;&#039;Execrated Threw&#039;&#039;&#039; which spawn at the northern end of the arena. These should be picked up by a tank and burned down as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wave 2&#039;&#039;&#039; involves a mixture of &#039;&#039;&#039;Execrated Threw&#039;&#039;&#039; and &#039;&#039;&#039;Execrated Will&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wave 3&#039;&#039;&#039; contains two &#039;&#039;&#039;Execrated Will&#039;&#039;&#039;, which should be picked up by the tanks, and one &#039;&#039;&#039;Execrated Wit&#039;&#039;&#039; (caster add) which should be focused down by the rest of the party as soon as possible.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
&lt;br /&gt;
This phase begins after all adds are slain. For the most part, it is identical to Phase 2, except for a few additional abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infinite Fire&#039;&#039;&#039; will be randomly assigned to a player which will be used to deal with &#039;&#039;&#039;Fire Meteor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infinite Ice&#039;&#039;&#039; will be randomly assigned to a player which will be used to deal with &#039;&#039;&#039;Ice Meteor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire &amp;amp; Ice Meteors&#039;&#039;&#039; will begin descending around the arena in a triangular pattern, displayed as red or white. Players that were marked by &#039;&#039;&#039;Infinite Fire&#039;&#039;&#039; should stand within the red meteor, while players with &#039;&#039;&#039;Infinite Ice&#039;&#039;&#039; should stand within the white meteor. It is worth noting that only the marked player needs to stand in the appropriate meteor to soak damage. However, should meteors remain unsoaked, or if players stand in the wrong meteors, the entire party will be inflicted with a stack of Vulnerability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrfing&#039;&#039;&#039; is a multi-strike tankbuster which increases in attacks each time it is used, starting at 5 strikes and growing to 6, 7, and so on with each use.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Zurvan Card]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:zurvan2.jpg|400px]] [[File:zurvan3.jpg|400px]] [[File:zurvan4.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6&amp;diff=281560</id>
		<title>Containment Bay P1T6</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6&amp;diff=281560"/>
		<updated>2021-04-17T20:03:58Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Containment Bay P1T6 (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay P1T6&lt;br /&gt;
| image = Containment_Bay_P1T6.png&lt;br /&gt;
| description = History tells of a [[Meracydian]] nation comprised of a multitude of races, the foundations of which were built on the worship of a single deity. The &amp;quot;Goddess,&amp;quot; as she was simply known, graced the souls of her worshipers with perfect equilibrium, binding their disparate societies in gilded chains of harmony. In the present day, she is better known as [[Sophia]], one of the incalculably powerful eikons of the [[Warring Triad]]. And after five thousand years of imprisonment, her failed plans for vengeance once more threaten to come to fruition. Defeat the wakened thralls and slay the stirring Goddess, lest her divine &amp;quot;balance&amp;quot; bring all the world to equal ruin!&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 = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| req-quest = Balance unto All&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sophia&#039;s Phases &amp;amp; Abilities==&lt;br /&gt;
&lt;br /&gt;
Sophia utilizes the following moves and mechanics throughout a total of three phases.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*The fight begins with &#039;&#039;&#039;Thunder II&#039;&#039;&#039;, a large conal AoE aimed in the direction that Sophia is facing, immediately followed by &#039;&#039;&#039;Thunder III&#039;&#039;&#039;.&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. If players are far enough away, it can also be avoided by standing at max-range, depending on Sophia&#039;s position.&lt;br /&gt;
&lt;br /&gt;
*Players must also be wary of &#039;&#039;&#039;Aero II&#039;&#039;&#039;, a large AoE centred on Sophia that deals moderate damage and inflicts a knockback. While neither fatal nor particularly difficult to avoid, players should respect this mechanic later in the fight seeing as the rails on the side of the arena will eventually collapse, allowing players to fall out of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daughter&#039;&#039;&#039;, the lower-half of Sophia, will occasionally disappear from beneath her and materialize at the edges of the arena. After doing so, it will charge up and fire a straight line-AoE called &#039;&#039;&#039;Light Dew&#039;&#039;&#039; across the platform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sophia Rush&#039;&#039;&#039; is much like the &#039;&#039;&#039;Daughter&#039;&#039;&#039; attack used by her lower half. Sophia herself will move to the eastern or western edge of the arena and charge a huge straight line-AoE across the platform that must be avoided.&lt;br /&gt;
&lt;br /&gt;
*Sophia will eventually create &#039;&#039;&#039;Proximity Markers&#039;&#039;&#039; under the feet of players that they must move away from to avoid as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&lt;br /&gt;
*Sophia begins this phase by casting &#039;&#039;&#039;Cloudy Heavens&#039;&#039;&#039;, making herself invulnerable and marking all players with &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;. This debuff can only be cleared by defeating three adds.&lt;br /&gt;
&lt;br /&gt;
*If players are fatally injured while affected by &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;, they will become mindless zombies, attacking their fellow teammates with no control over their actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The First Demiruge&#039;&#039;&#039; is a Paladin-based add that utilizes AoE attacks and a directional parry. Players who attack the wrong side during the parry-mechanic will be knocked away. Ideally, this add should be focused last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Second Demiruge&#039;&#039;&#039; is a Healer-based add which will heal the other adds and also uses a gaze mechanic to confuse any players looking directly at it. Ideally, this add should be slain first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Third Demiruge&#039;&#039;&#039; is a Lancer-based add that will eventually drop a persistent ice puddle on the ground at its current position. Ideally, this add should be positioned at the side of the arena to prevent the puddle from being too obstructive during Phase 3 and the rest of the current add-phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
For the most part, Phase 3 is very similar to Phase 1, apart from a few new additions.&lt;br /&gt;
&lt;br /&gt;
*From here on, it will now be possible to fall off the platform, though players that do so for any reason can still be resurrected after a brief delay.&lt;br /&gt;
&lt;br /&gt;
*Sophia will eventually use &#039;&#039;&#039;Quasar&#039;&#039;&#039;, which creates tethers to the east and west of the platform. Each of these tethers will spawn a &#039;&#039;&#039;meteor&#039;&#039;&#039; that will slowly fall towards a set of scales on both sides of the platform. 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. 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;
*There are two types of &#039;&#039;&#039;Meteors&#039;&#039;&#039; that help calculate the tilt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orange Meteors&#039;&#039;&#039; have a value of 1 and can appear on both sides of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Meteors&#039;&#039;&#039; have a value of 3 and will only appear on one side.&lt;br /&gt;
&lt;br /&gt;
The best approach to this mechanic is to always move towards the opposite side of any &#039;&#039;&#039;Blue Meteors&#039;&#039;&#039; and stand at the very edge before the arena tilts.&lt;br /&gt;
&lt;br /&gt;
*Players must also be mindful of the ice puddle left behind by &#039;&#039;&#039;The Third Demiruge&#039;&#039;&#039; during Phase 2. Before the scales tip, it is best to position yourself so that you don&#039;t slide through the puddle.&lt;br /&gt;
&lt;br /&gt;
*Lastly, when Sophia reaches 15% health or less, she will spawn another &#039;&#039;&#039;Second Demiruge&#039;&#039;&#039; (healer-add) with the same abilities from Phase 2. However, despite being a healer, it cannot heal the boss. Depending on overall DPS, the group must decide between nuking the add to reduce the threat of its gaze attack, or have the off-tank move it away while the group focuses on Sophia to end the fight.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Sophia Card]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:containment bay p1t63.jpg|400px]] [[File:containment bay p1t64.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Final_Steps_of_Faith&amp;diff=281559</id>
		<title>The Final Steps of Faith</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Final_Steps_of_Faith&amp;diff=281559"/>
		<updated>2021-04-17T20:03:17Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Final Steps of Faith&lt;br /&gt;
| image = The_Final_Steps_of_Faith.png&lt;br /&gt;
| description = &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 = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| req-quest = An End to the Song&lt;br /&gt;
| patch = 3.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[An End to the Song]]&lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Aymeric]] - [[The Churning Mists]] (x7.4,y26.7)&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[Winning Over the Wyrm]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|TbsbQ86kokw|400|right|The Final Steps of Faith Video Guide}}&lt;br /&gt;
&lt;br /&gt;
Unlike the previous encounter in [[The Aery]], this fight has four phases that combine healer checks, DPS checks, and raid mechanics (such as stacking to share damage). Positioning of all players is crucial to your success in this fight, as several lethal AoE zones will be cast in quick succession that you may not be able to avoid with poor positioning.&lt;br /&gt;
&lt;br /&gt;
Those without experience in [[Alexander]] or [[Containment Bay S1T7]] will need to pay especially close attention to positioning cues that may be unfamiliar during the final phase. This encounter can be especially tricky for those whom have only done [[Main Scenario Quests]], as coordination and positioning are critical, especially during the second and final phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 - Normal Dragon&#039;&#039;&#039;&lt;br /&gt;
* Avoid the flyover AoE and &amp;quot;Hot Wings&amp;quot; AoE. This will be a huge AoE blast of fire, followed by a room-wide AOE with a safe line along the length of [[Nidhogg]]&#039;s body.&lt;br /&gt;
* Nidhogg will do a Deafening Bellow every so often throughout the fight. It does approx 4k dmg each time to the entire party, and in later portions of phase 1, will be cast twice in a row. It&#039;s recommended for casters to stay within AoE heal distance of their healers at all times, preferring to avoid AoE damage where necessary.&lt;br /&gt;
* Run out of the holes that spawn under the players, as these will do massive damage to any player caught inside of one.&lt;br /&gt;
* Run out of Nidhogg&#039;s fire trail. The holes will spawn first, Nidhogg will disappear and you will be able to see from where he flies to where the trail will go. Since the room is massive, it&#039;s recommended to stack in the center of the room every time Nidhogg flies away, then spread out to avoid the AoEs, thus ensuring you can get positioned in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 - Adds&#039;&#039;&#039;&lt;br /&gt;
* This is a DPS check. If adds are killed too slowly, or not killed at all before Nidhogg blasts players back, it&#039;s a wipe.&lt;br /&gt;
* Middle add can&#039;t be tanked and will attack players randomly with an unmarked, short range frontal AoE telegraphed by him preparing to swipe at a player. Move away from the add before it swipes to avoid this extra damage.&lt;br /&gt;
* Tank the two remaining adds to the sides, positioning their AoE cones outside of the arena. Assign one healer to each tank to heal and provide additional DPS if possible.&lt;br /&gt;
* If you find yourself wiping on the transition phase where the 8 circles appear, then it is because you didn&#039;t kill the adds on time. Whether you stand in the circles or not makes no difference. The DPS requirement is fairly strict with minimum iLevel gear, and may require a limit break and healers to contribute to DPS if the four group DPS cannot burn the adds fast enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 - Humanoid Form&#039;&#039;&#039;&lt;br /&gt;
* Nidhogg will cast the hard-hitting &amp;quot;Ala Morn&amp;quot; on the tank. This is a tank buster that should be single target healed and shielded through when possible.&lt;br /&gt;
* Run out of &amp;quot;Geirskogul&amp;quot; line AoE that goes from Nidhogg towards a random player.&lt;br /&gt;
* Spread out the meteor circles about the sides of the room. Healers should also spread to the edges, even when not targeted. Once hit, run out of the circle placed on the floor immediately to avoid a bleed debuff effect.&lt;br /&gt;
* After the first meteor circles spawn, an area target, room-wide AoE will spawn (seemingly under a healer). Run as far away from this as possible, avoiding any additional AoEs that spawn to reduce damage. Healers should cast AoE heals and shields when possible to help mitigate this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 - Fire Dragon&#039;&#039;&#039;&lt;br /&gt;
* This repeats Phase One with additional mechanics and angrier, red particle effects.&lt;br /&gt;
* When &amp;quot;Akh Morn&amp;quot; is cast, as indicated by the gigantic yellow arrow indicator pointing at a single player, stack and STAY STACKED on the targeted player until all lightning bolts have been cast (it may be helpful to set a waypoint for everyone to stack onto). Doing so will spread the damage to all players, which ideally will prevent anyone from dying. The number of bolts that will strike increases as the fight progresses. Everyone should stack, including the main tank if possible. Even doing so, this will deal heavy damage that SHOULD be healed and shielded through. Should players not stack, subsequent bolts will target random players for lethal damage, which will most likely cause a wipe. Once this attack is complete, main tank should face Nidhogg away again to avoid cleaving the party.&lt;br /&gt;
* 3 Fireballs will spawn on the ground occasionally. These are bombs that will each explode in a plus shape, very similar to mechanics seen in [[Alexander (Savage)]]. Stand in a row and column unoccupied by these bombs to avoid the damage, and be prepared to immediately sprint back to the center for another cast of &amp;quot;Hot Wings&amp;quot;.&lt;br /&gt;
* Run out of &amp;quot;Hot Wings&amp;quot; AoE. It is a room-wide AoE with a safe line along the length of Nidhoggs body. This is immediately followed by &amp;quot;Hot Tail&amp;quot;, below.&lt;br /&gt;
* Run out of &amp;quot;Hot Tail&amp;quot; AoE. It will appear straight after Hot Wings and cover the area that was safe during Hot Wings.&lt;br /&gt;
* Run out of the holes that spawn under random players.&lt;br /&gt;
* Run out of Nidhogg&#039;s fire trail. The holes will spawn first, then Nidhogg will disappear and repeat the fire trail mechanic from phase one. Position yourself accordingly.&lt;br /&gt;
* As this is the final phase, these mechanics will repeat until the boss is dead.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Nidhogg Card]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The great steps which marked a journey&#039;s beginning shall now mark its end as the Warrior of Light enters into a final confrontation with the great wyrm Nidhogg. Steel will clash against fang and furious flames. But when the dust settles, only the victor will decide the fate of man, dragon, and the broken bonds that once united them.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the final steps of faith1.png|350px]] [[File:the final steps of faith2.png|350px]] [[File:the final steps of faith4.png|350px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7&amp;diff=281558</id>
		<title>Containment Bay S1T7</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7&amp;diff=281558"/>
		<updated>2021-04-17T20:02:41Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Containment Bay S1T7 (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay S1T7&lt;br /&gt;
| image = Containment_Bay_S1T7.png&lt;br /&gt;
| description = [[Sephirot]], the Fiend, was a deity once worshipped by a tree-like race native to [[Meracydia]]. Brought into being for the sole purpose of repelling the [[Allagan]] invasion, Sephirot inflicted ruinous losses upon the imperial army before finally being subdued and imprisoned in the central facility of [[Azys Lla]]. And now, millennia later, this immensely powerful entity threatens to awaken, his vengeful dreams disturbed by the careless ambitions of [[Archbishop Thordan VII]]. Topple the first pillar of the [[Warring Triad]], or wheresoever his colossal shadow falls shall be visited by unthinkable catastrophe! &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 = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| req-quest = When the Bough Wakes&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[When the Bough Wakes]]&lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Unukalhai]] - [[The Rising Stones]] (x6, y5)&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[As Goes Light, So Goes Darkness]] and Sidequest [[Gods of Eld]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WKDG8f6EoWA|400|right|Sephirot (Normal) Guide}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
He has no casting bars or ground indicators, so this fight is extra fun!&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Generally, try and keep DPS and healers stacked up behind him for this phase.&lt;br /&gt;
*Fiendish Rage - 1 player is marked with the 4 arrows indicator. All other players should stack on them to share the damage.&lt;br /&gt;
*Ratzon - Approximately 6 players will get a small green AoE mark on them. These players should spread out to avoid stacking the damage taken.&lt;br /&gt;
*Ain - The arm air push. Sephirot will turn to face a random player and hold very still with his arms up. This attack has a 180-degree blast radius, has no cast and gives a vulnerability debuff on hit, but can easily avoided by stacking behind him.&lt;br /&gt;
*At the phase change (about 60% hp) he&#039;ll spawn Cochma and Binah adds, burn down Binah first, then Cochma.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*This starts at around 60% health - be careful as you can fall off the platform during this phase.&lt;br /&gt;
*Stay in the center as best you can.&lt;br /&gt;
*Pillar of Mercy - fist strikes on the blue circles with knockback - stand next to them (not inside otherwise you take the dmg) on the inside of the arena to avoid being knocked off the platform.&lt;br /&gt;
*He puts individual markers on two players which look like giant beams of light. He will do a large cleave at these two. Various strategies can be applied, but easiest is just strafing to a side, having marked players go one way, and non-marked go the other way. Use of waypoints is recommended.&lt;br /&gt;
*Kill the Storm of Words add quickly, before it casts Revelation - if it casts Revelation you&#039;ll wipe. Once Storm of Words is dead, focus on killing the Binah/Cochma adds.&lt;br /&gt;
**It will drop an air current on death, when it&#039;s marked by arrows stand inside to avoid the arm sweep.&lt;br /&gt;
*After the arm sweep he will charge up a beam, spread out before restacking in the center.&lt;br /&gt;
*He will summon two large red pillars. One person needs to stand in each pillar to avoid raid damage (Tanks are a good choice for this.)&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*10 [[Allagan Tomestones of Poetics]]&lt;br /&gt;
*[[Sephirot Card]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Sephirot, the Fiend, was a deity once worshipped by a tree-like race native to Meracydia. Brought into being for the sole purpose of repelling the Allagan invasion, Sephirot inflicted ruinous losses upon the imperial army before finally being subdued and imprisoned in the central facility of Azys Lla. And now, millennia later, this immensely powerful entity threatens to awaken, his vengeful dreams disturbed by the careless ambitions of Archbishop Thordan VII. Topple the first pillar of the Warring Triad, or wheresoever his colossal shadow falls shall be visited by unthinkable catastrophe! &lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Singularity_Reactor&amp;diff=281557</id>
		<title>The Singularity Reactor</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Singularity_Reactor&amp;diff=281557"/>
		<updated>2021-04-17T20:01:54Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Minstrel&#039;s Ballad: Thordan&#039;s Reign}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Singularity Reactor&lt;br /&gt;
| image = The_Singularity_Reactor.png&lt;br /&gt;
| description = Taking the soul of the legendary [[King Thordan]] into his flesh, the archbishop transforms into a primal before your very eyes. Sustained by a millennium of prayer and the Eye&#039;s aether, he declares his intent to rule over the world with an iron fist and for all time. Standing at his side are the sworn brothers of the Heavens&#039; Ward, who have likewise transcended their mortal limits by becoming incarnations of the knights twelve. Strike them down, and eradicate the root of the [[Dragonsong War]].&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 142&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| req-quest = Heavensward (Quest)&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|Taking the soul of the legendary King Thordan into his flesh, the archbishop transforms into a primal before your very eyes. Sustained by a millennium of prayer and the Eye&#039;s aether, he declares his intent to rule over the world with an iron fist and for all time. Standing at his side are the sworn brothers of the Heavens&#039; Ward, who have likewise transcended their mortal limits by becoming incarnations of the knights twelve. Strike them down, and eradicate the root of the Dragonsong War.|Game Description}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Heavensward (Quest)]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Guidance Node]] - [[Azys Lla]] (x16, y22)&lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[Fetters of Lament]], Level 60 Dungeon [[The Aetherochemical Research Facility]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|F1ubbYUA82Y|400|right|The Singularity Reactor Guide}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Singularity Reactor is a fairly straightforward end-of-story trial. In general, dodge AoEs, kill adds when they do happen. It has three phases, although the most eventful are the first two. &lt;br /&gt;
&lt;br /&gt;
Similar to Ramuh&#039;s Thunderstorm, four players at a time will be marked for a small lightning circle that will hit after them and everyone around them a few seconds. Simultaneously, Thordan will put AoE circles below the other four players. These will turn into icy patches on the ground that will inflict heavy on anyone going through them. Move away from other members of the party to avoid stacking AoEs and leaving room for movement. &lt;br /&gt;
&lt;br /&gt;
He also casts &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; throughout the fight, hitting for moderate party damage. Heal/shield through it as necessary. &lt;br /&gt;
&lt;br /&gt;
After channelling &#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039;, he will be able to use &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;, which inflicts a party-wide terror. As with any other gaze attack, turn your character away from him to avoid it completely. &lt;br /&gt;
&lt;br /&gt;
He will cast &#039;&#039;&#039;Knights of the Round&#039;&#039;&#039; periodically as well, summoning different Knights of the Heavens&#039; Ward who cannot be targeted to provide different mechanics to keep in mind. The first two will be &#039;&#039;&#039;Ser Janlenoux&#039;&#039;&#039; and &#039;&#039;&#039;Ser Adelphel&#039;&#039;&#039;, who will charge around the room, putting a bleeding debuff on everyone in their path and leaving behind orbs of light. These will deal damage to players upon exploding. Note that this debuff can be dispelled. Next will be &#039;&#039;&#039;Ser Vellguine&#039;&#039;&#039; who will stand outside of the platform and cast a column AoE that goes from one side to the other and can be easily avoided. &#039;&#039;&#039;Ser Hermenost&#039;&#039;&#039; will pop out next to Thordan with three small platforms that need to be stood upon. A single player for each one of them will suffice. Fail to do so and the entire party will be affected with paralyze. While the duration is not too long and this is not game-changing, your healers will thank you. &lt;br /&gt;
&lt;br /&gt;
At around 15% to 10%, phase two will start. Thordan will leave the arena, letting his Knights have the spotlight. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039;: He appears in the middle and immediately starts casting an AoE attack. This cannot be interrupted; however, the less health he has at the end of the cast, the weaker it hits the party. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Vellguine&#039;&#039;&#039;: Without waiting for Zephirin to be dealt with, Vellguine will appear somewhere at the edge of the arena. Again, he will perform a column charge through the middle. He cannot be targeted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Janlenoux&#039;&#039;&#039; and &#039;&#039;&#039;Ser Adelphel&#039;&#039;&#039;: They will once more appear at the same time. One of them will cast Holiest of Holy at random intervals, which will deal moderate damage to every player in the room. Something else to look out for is Rapid Sever, which will hit the tank for quite a bit of damage in a short span of time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Ignasse&#039;&#039;&#039;: He will show up shortly after the previous two, smashing the ground at a point on the edge of the arena. Damage taken is reduced the farther away you are from it, like the imperial airship crashes in the Ultima Weapon. He won&#039;t be seen again after this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Paulecrain&#039;&#039;&#039; and &#039;&#039;&#039;Ser Haumeric&#039;&#039;&#039;: These cannot be targeted. One of them will be in the middle, placing blue ice markers on players&#039; heads, akin to those in the Shiva encounter. Try to drop them on the edges if possible, as they inflict heavy on players in contact with the frozen ground they create. The other Knight, who stands on the edge of the arena, has a column attack that is targeted on a player, who will take less damage the closer they are to the source, like Anchag&#039;s in Amdapor Keep (Hard) or Biblos&#039; in the Great Gubal Library. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039;: Also can&#039;t be targeted. He will cast four or five black AoE circles on the ground that will grow in size over time. In addition to the previous frozen circles, finding a safe spot can be difficult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Noudenet&#039;&#039;&#039;: Again cannot be targeted. His attack resembles Xande&#039;s meteorfall mechanic in Syrcus Tower; he will summon comet circles that will drop comets/meteors after a short while. There are four comet circles on the sides, and a meteor circle in the middle. Burn them before they drop their gifts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039;: At the same time as dealing with the comets, Guerrique will appear in the middle, casting a progressive round AoE that proceeds in phases. Move into the next or previous row of rocks to avoid being hit. &lt;br /&gt;
&lt;br /&gt;
After that, Thordan will reappear along with the Heavens&#039; Ward outside of the arena, casting Light of Ascalon: a low hitting party-wide damage in succession that knocks everyone back. Once that&#039;s done, stack in the middle for heals and shields before he casts his ultimate. &lt;br /&gt;
&lt;br /&gt;
Afterwards, his energy seems to be spent so he will only slash at random targets. Don&#039;t bother trying to get aggro at this point. &lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Limitless_Blue_(Hard)&amp;diff=281556</id>
		<title>The Limitless Blue (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Limitless_Blue_(Hard)&amp;diff=281556"/>
		<updated>2021-04-17T20:01:30Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Limitless Blue (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Limitless Blue (Hard)&lt;br /&gt;
| image = The_Limitless_Blue_(Hard).png&lt;br /&gt;
| description = Inspiration often finds us in surprising ways. So it was that a casual mention of skyfishing helped [[Cid Garlond]] conceive a plan to lure out [[Bismarck]], the Lord of the Mists, by using the Enterprise to tow an island through the Sea of Clouds. After binding the beast with chains fired from dragonkillers, he hopes you can engage it in the traditional fashion. Though the plan is somewhat sound in theory, there is no telling how effective it will be in practice. Nevertheless, the engineer has seen you through many dangerous situations in the past, so at least the odds are in his favor...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 57&lt;br /&gt;
| level-sync = 58&lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = &lt;br /&gt;
| req-quest = Bolt, Chain, and Island&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|Inspiration often finds us in surprising ways. So it was that a casual mention of skyfishing helped Cid Garlond conceive a plan to lure out [[Bismarck]], the Lord of the Mists, by using the &#039;&#039;Enterprise&#039;&#039; to tow an island through [[the Sea of Clouds]]. After binding the beast with chains fired from dragonkillers, he hopes you can engage it in the traditional fashion. Though the plan is somewhat sound in theory, there is no telling how effective it will be in practice. Nevertheless, the engineer has seen you through many dangerous situations in the past, so at least the odds are in his favor...|Game Description}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Bolt, Chain, and Island]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Alphinaud]] - [[The Sea of Clouds]] (x10, y13) &lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[Black and the White]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|LrkKn5LrzBI|400|right|Bismarck Guide}}&lt;br /&gt;
Bismarck is a fairly unusual trial in that, for most of the fights player won&#039;t actually be damaging the primal itself, but rather dealing with all manner of adds. The fight itself takes place upon a floating rock which has its own separate HP bar, if this bar drops to around 24% then the raid will wipe. Players should also be wary of being knocked off of the edge of the platform. Before beginning the fight players should take note of the shield device, as well as the two harpoons on either side and should nominate a player to man each.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The fight begins with Bismarck instantly dealing a damaging blow to the platform as well as spawning two adds. Players should deal with the adds (which can cause knockback) while avoiding any AoEs. Periodically players will see Bismarck do a specific dive animation, this is the signal that the shield device should be activated as Bismarck is about to ram the platform. Failing to activate the shield device, or activating it too early, will lead to an increased amount of damage being taken by the platform.&lt;br /&gt;
&lt;br /&gt;
After a set amount of time a message will appear stating that the harpoons are active, players should activate these as soon as possible, failing to do so will lead to Bismarck disabling them and leading to another cycle. Once both harpoons are active Bismarck will be chained to the side of the platform and its chitin will be targetable. Players can only cause damage to the chitin while physically on Bismarck, though this will also cause a DoT to appear on said players. Players should ideally destroy the chitin in one cycle (although two cycles is fine) as failing to destroy it quick enough will cause Bismarck to pull away and repeat its initial actions (adds, ramming the platform etc.).&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Once its chitin has been destroyed Bismarck will pull away from the platform again and summon two larger adds. These should be dealt with quickly. At the same time tornadoes will appear, Bismarck will also periodically summon a set of exploding bubbles which players should avoid. After a certain amount of time or after both adds are killed, Bismarck will return and cast a raid wide AoE before once returning to the side of the platform. During this the shield device will also break, essentially setting a harder limit on how long the encounter can last. If any of the adds are still alive, this attack will most likely cause a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
This functions largely like Phase 1, although Bismarck will summon four adds and without the shield generator the damage to the island cannot be reduced. With the chitin destroyed Bismarck can now be attacked directly when chained.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Bismarck Card]]&lt;br /&gt;
*[[Bismarck&#039;s Baleen]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vidofnir&amp;diff=281555</id>
		<title>Vidofnir</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vidofnir&amp;diff=281555"/>
		<updated>2021-04-17T20:01:00Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Vidofnir&lt;br /&gt;
| description = &amp;quot;Our sire bade us hearken unto the whispers of our hearts. They spoke to us of a paradise lost—of bonds of brotherhood which they yearn to see restored.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sired by the great wyrm [[Hraesvelgr]], Vidofnir dwells in the abandoned halls of the once prosperous [[Anyx Trine]]. She is one of few who remembers the era when man and dragon joined their hands in peace, and is revered as an elder by the others of their brood. She counts herself amongst [[Ysayle]]&#039;s friends, and through the Lady [[Iceheart]] made acquaintance with the Warrior of Light and his allies.&lt;br /&gt;
| image =&lt;br /&gt;
| location = The Dravanian Forelands&lt;br /&gt;
| coordinates = 16.8,23.6&lt;br /&gt;
| title =&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age =&lt;br /&gt;
| race = Dragon&lt;br /&gt;
| clan = &lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = &lt;br /&gt;
| level =&lt;br /&gt;
| aggression =&lt;br /&gt;
| service = quest&lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
}}&lt;br /&gt;
==Quests Started==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
==Quests Involved In==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Heavensward}}&lt;br /&gt;
{{quest list row|Breaking the Cycle}}&lt;br /&gt;
{{quest list row|Dreams of the Lost}}&lt;br /&gt;
{{quest list row|An Ally for Ishgard}}&lt;br /&gt;
{{quest list row|The Legacies We Leave}}&lt;br /&gt;
{{quest list row|The Fires of Sohm Al}}&lt;br /&gt;
{{quest list row|Your Enemy and Mine}}&lt;br /&gt;
{{quest list row|Piecing Together the Past}}&lt;br /&gt;
{{quest list row|Original Sins}}&lt;br /&gt;
{{quest list row|One Golem to Rule Them All}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Quest NPCs]] [[Category:Patch 3.0 NPCs]]&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Hard)&amp;diff=281554</id>
		<title>Thok ast Thok (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Hard)&amp;diff=281554"/>
		<updated>2021-04-17T20:00:13Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Thok ast Thok (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Thok ast Thok (Hard)&lt;br /&gt;
| image = Thok_ast_Thok_(Hard).png&lt;br /&gt;
| description = An insectoid beastman tribe connected by a hive mind, [[the Gnath]] have but one collective desire: to expand their territory and prosper without fear of dragons. It was by this simple yet powerful wish that a mighty [[primal]] bent on war and conquest was summoned into existence. Bound by your promise to [[Vidofnir]] to remove this threat to dragonkind, you must now lead your companions into battle against the savage entity known as [[Ravana]], Lord of the Hive.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 53&lt;br /&gt;
| level-sync = 54&lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = &lt;br /&gt;
| req-quest = Lord of the Hive&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quote|An insectoid beastman tribe connected by a hive mind, [[the Gnath]] have but one collective desire: to expand their territory and prosper without fear of dragons. It was by this simple yet powerful wish that a mighty [[primal]] bent on war and conquest was summoned into existence. Bound by your promise to Vidofnir to remove this threat to dragonkind, you must now lead your companions into battle against the savage entity known as [[Ravana]], Lord of the Hive.|Game Description}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Lord of the Hive]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Ysayle]] - [[The Dravanian Forelands]] (x29,y36) &lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[Breaking into Hives]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|HQ7GAofEJBw|400|right|Ravana Guide}}&lt;br /&gt;
===Bloodlust===&lt;br /&gt;
At every 100 Bloodlust gained (as shown underneath the Instance title in the quest list) Ravana will gain a stack of Damage Up. This counts as a soft-enrage.&lt;br /&gt;
===Abilities===&lt;br /&gt;
&#039;&#039;Ravana cleaves, keep him facing away from the raid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prelude to Slaughter&#039;&#039;&#039; - Uses this after the first 100 Bloodlust. Combination of AoEs: #1 Large melee AoE, negligible damage. #2 Pattern of linear fire AoE across the arena with several safe spots. #3 Covers the arena except the center in AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaughter&#039;&#039;&#039; - Combination of AoEs: #1 AoE that comes out of him in a linear fashion two-ways (i.e. Infront and behind him), negligible damage, knocks back. #2 &amp;amp; #3: These happen at the same time, a cross fire AoE will form across the arena that will deal damage when they explode and leaves a cross of fire that inflicts Burn on anyone standing in it. Two players get marked with a purple icon above their head, they will have a large purple circle around them, these 2 players need to spread to opposite sides of the arena and other players should run out of the circle. Deals heavy damage to all inside. Note the purple circle will explode a couple of seconds after the cross explodes, players can move through the cross in those seconds to move out of the circles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revenge&#039;&#039;&#039; - Every now and then, Ravana will buff himself for 5s to increase his Parry and will deal damage back to attackers, negligible damage - Ignore this buff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chandrahas&#039;&#039;&#039; - Ultimate ability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laughing Moon&#039;&#039;&#039; - In combination with Ultimate ability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillars of Heaven&#039;&#039;&#039; - Raid-wide AoE and knockback&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surpanakha&#039;&#039;&#039; - Targets a player and throws linear AoE towards them, damaging anyone in its path. Player is marked by a red icon above their head. Will throw a minimum of 3 AoEs towards the player.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039; &#039;&#039;&#039;Note&#039;&#039;&#039;: Appears to always target the off-tank, unless they are dead, in which case it will target the main tank (then healers etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rose of Hate/Rose of Conquest&#039;&#039;&#039; - Casts Rose of Hate, a linear AoE, easily dodged. At same time, 4 purple orbs spawn linked to 4 players, explodes when touched, deals heavy damage and inflicts Vulnerability Up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Slaughter&#039;&#039;&#039; - Combination of AoEs: #1 Several players will be marked with a white icon, they need to spread around the room away from each other, Ravana will rush towards these players dealing damage to them and anyone in his path. #2 AoE in the outter half of the arena, with safe spot in the center. #3 Large AoE in the center with safe spot being at the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atma-Linga&#039;&#039;&#039; - Raid-wide AoE, maybe use it twice in a row.&lt;br /&gt;
&lt;br /&gt;
Ravana cycles through 2 buffs, an offensive buff and a defensive buff, these determine what abilities he will use.&lt;br /&gt;
&lt;br /&gt;
Offensive he will use the Slaughter abilities.&lt;br /&gt;
Defensive he will use Pillars, Suranakha and Rose of Hate, introduced in Phase 2.&lt;br /&gt;
No buffs he will focus on the tank.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Uses abilities &#039;&#039;&#039;Prelude to Slaughter and Slaughter&#039;&#039;&#039; - focus on dodging AoE.&lt;br /&gt;
&lt;br /&gt;
===Chandrahas (Ultimate)===&lt;br /&gt;
At about 60% multiple adds will spawn. You have about 80 seconds until Ravana does his Ultimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Gana&#039;&#039;&#039; - Casts Blizzard and Falling Laughter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon Gana&#039;&#039;&#039; - Casts Fire and Falling Laughter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to kill these adds before they finish casting Falling Laughter. Moon Gana will start casting quickly so these take priority, 2 of these will spawn at separate intervals. If Falling Laughter finishes, the adds will drop a large sword into the ground which will be used before Chandrahas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After about 80s, any remaining adds will die and leave a sword, Ravana Fetters all players and lifts them off the ground. Once for each sword in the ground, he will use Laughing Moon, which each deals moderate damage and applies a stack of Vulnerability up to all players, then cast Chandrahas which deals heavy damage. Note that if there are 3 or more swords in the ground, this will most likely cause a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Will not use Prelude to Slaughter, introduces all other abilities mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Offensive stance rotation: Swift Slaughter -&amp;gt; Slaughter&lt;br /&gt;
&lt;br /&gt;
Defensive stance rotation: Pillars of Heaven -&amp;gt; Surpanakha (hits 3 times) -&amp;gt; Rose of Hate -&amp;gt; Surpankha (hits 10 times) -&amp;gt; Pillars of Heaven&lt;br /&gt;
&lt;br /&gt;
No Stance: Atma-Linga will be used, otherwise he focus the tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pillars of Heaven&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the Ultimate, areas of the wall around the edge will crumble. You can be knocked off the arena by Pillars of Heaven. Make sure you will get knocked back into the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rose of Hate Orbs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players with orbs should separate from each other and take the damage from the orbs themselves to avoid unnecessary AoE damage and debuffing to everyone.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Ravana Card]]&lt;br /&gt;
*[[Ravana&#039;s Forewing]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cid&amp;diff=281553</id>
		<title>Cid</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cid&amp;diff=281553"/>
		<updated>2021-04-17T19:56:34Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Cid nan Garlond&lt;br /&gt;
| description = &amp;quot;Technology should never be allowed to imprison people. That&#039;s a hard lesson I learned from watching Gaius...and my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cid was born the heir to [[Midas nan Garlond]], chief imperial magitek engineer of the [[Garlean Empire]]. Following in his father&#039;s footsteps, the young pure-blooded Garlean studied magitek technology intently, and secured entry to the prestigious [[Magitek Academy]]. During his tenure there, he devised countless inventions, his rivalry with [[Nero tol Scaeva]] accelerating his overall development.However, all was not well at home. Buried in his own research, Midas grew increasingly distant from his son. Cid became a ward of [[Gaius van Baelsar]], a friend of his father&#039;s, and when Midas perished suddenly during an experiment gone awry, Cid was named [[Primus Architectus Magiteci]]. Yet he could not agree with [[Garlemald]]&#039;s indescretionary use of warmachina, and fled to [[Eorzea]] rather than accept the assignment. Now aged thirty-four, he works to ensure freedom through technology.&lt;br /&gt;
| image =&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| coordinates = 22.0,7.7&lt;br /&gt;
| title =&lt;br /&gt;
| gender = Male&lt;br /&gt;
| age =&lt;br /&gt;
| race = Garlean&lt;br /&gt;
| clan = &lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = Engineer&lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = Garlond Ironworks&lt;br /&gt;
| level =&lt;br /&gt;
| aggression =&lt;br /&gt;
| service = quest&lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
}}&lt;br /&gt;
==Quests Started==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Drowning Out the Voices}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
==Quests Involved In==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Getting Even with Garlemald}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Quest NPCs]] [[Category:Patch 2.0 NPCs]]&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Praetorium&amp;diff=281552</id>
		<title>The Praetorium</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Praetorium&amp;diff=281552"/>
		<updated>2021-04-17T19:54:44Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = The Praetorium&lt;br /&gt;
| description = With the magitek field now out of commission, the path to the Ultima Weapon lies open. While the [[Immortal Flames]] sweep [[Castrum Meridianum]] and suppress the remnants of the enemy garrison, you and your comrades must fight your way to the innermost sector of the Praetorium, there to locate and destroy the [[Ultima Weapon]]. [[Cid]]&#039;s airship, the &#039;&#039;Enterprise&#039;&#039;, will bear you to the stage of the final confrontation.&lt;br /&gt;
| image = The Praetorium.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 42&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| roulette = main scenario&lt;br /&gt;
| entrance = Northern Thanalan&lt;br /&gt;
| entrance-coordinates = 15,16&lt;br /&gt;
| req-quest = The Ultimate Weapon&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
*As of patch 4.2, to ensure new players are able to enjoy the cutscenes in Castrum Meridianum and the Praetorium, all cutscenes in these dungeons can no longer be skipped. Because this will increase the time required to complete these dungeons, completion rewards and Duty Roulette bonuses for these duties have been increased.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
# Imperial Identification Key: 0&lt;br /&gt;
# Secure the command chamber: 0/1&lt;br /&gt;
# Make for the Laboratorium Primum: 0/1&lt;br /&gt;
# Power and board magitek armor: 0/1&lt;br /&gt;
# Defeat Nero tol Scaeva: 0/1&lt;br /&gt;
# Defeat Gaius van Baelsar: 0/1&lt;br /&gt;
# Defeat the Ultima Weapon: 0/1&lt;br /&gt;
# Defeat Lahabrea: 0/1&lt;br /&gt;
==Bestiary==&lt;br /&gt;
{| width=75%&lt;br /&gt;
|width=50%|&lt;br /&gt;
{| {{STDT|sortable item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Drops&lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Eques]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Hoplomachus]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Laquearius]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Medicus]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Primi Ordines]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Sagittarius]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Secutor]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[1st Cohort Signifer]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Gaius Van Baelsar]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Lahabrea]] || &lt;br /&gt;
|}&lt;br /&gt;
|width=50% valign=top|&lt;br /&gt;
{| {{STDT|sortable item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Drops&lt;br /&gt;
|-&lt;br /&gt;
| [[Magitek Colossus]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Magitek Death Claw]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Magitek Dreadnaught]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Magitek Reaper]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Magitek Vanguard]] || [[Garlean Steel Joint]], [[Garlean Steel Plate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magitek Vanguard H-1]] || [[Garlean Steel Joint]], [[Garlean Steel Plate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mark II Magitek Colossus]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Nero Tol Scaeva]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Proto-Ultima Arm Unit]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Weapon]] || &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=UAAFILmNmnU&amp;amp;t|400|right|The Praetorium Guide}}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|elMzlbyXnsA|400|right|Heavensward All Roles Guide}}&lt;br /&gt;
{{#ev:youtube|6L5hKXmMXWk|400|right|The Praetorium Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mark II Magitek Colossus===&lt;br /&gt;
All non-tank players should be behind the boss. Players should avoid the Magitek Ray ability. This fight is a simple tank and spank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abilities&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Grand Sword&#039;&#039;&#039; is an instant frontal attack that deals a moderate amount of damage.&lt;br /&gt;
:&#039;&#039;&#039;Exhaust&#039;&#039;&#039; is an instant frontal attack that deals a small amount of damage and knocks its target back.&lt;br /&gt;
:&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039; is a circular AoE attack that targets a random player. All players caught in the AoE will take moderate amount of damage and become inflicted with the debuff [[Burn]].&lt;br /&gt;
:&#039;&#039;&#039;Overheat&#039;&#039;&#039; is a buff that increases Mark II Magitek Colossus&#039; damage.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Nero tol Scaeva===&lt;br /&gt;
The boss room is surrounded by an electrical field. While in the electrical field, players will take damage over time. All non-tank players should not be in front of Nero tol Scaeva. Ranged damage dealers and healers should stay out of the melee range. Occasionally, Magitek Death Claw add will spawn. A purple line connects the claw to a random player. The targeted player should move away from the Death Claw while rest of the players should kill the claw as soon as possible. If the claw reaches the targeted player, the player will be knocked into the electrical field.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Abilities&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Spine Shatter&#039;&#039;&#039; is an instant melee attack that deals a small amount of damage.&lt;br /&gt;
:&#039;&#039;&#039;Sideswing&#039;&#039;&#039; is an instant frontal attack that deals damage to all players in front of the Nero tol Scaeva.&lt;br /&gt;
:&#039;&#039;&#039;Wheel of Suffering&#039;&#039;&#039; is an instant attack that deals damage to all players near the boss.&lt;br /&gt;
:&#039;&#039;&#039;Iron Uprising&#039;&#039;&#039; is an instant frontal attack that deals a moderate amount of damage to all players in front of Nero tol Scaeva and knocks them back.&lt;br /&gt;
:&#039;&#039;&#039;Augmented Shatter&#039;&#039;&#039; is an instant attack that deals a moderate amount of damage to one random player. When performing this attack, Nero tol Scaeva leaps into air and strikes the ground with its hammer.&lt;br /&gt;
:&#039;&#039;&#039;Augmented Uprising&#039;&#039;&#039; is a frontal AoE attack that deals a moderate amount of damage and inflicts the debuff [[Heavy]] to all players hit. Additionally, this ability knocks all players backward.&lt;br /&gt;
:&#039;&#039;&#039;Augmented Suffering&#039;&#039;&#039; is an circular AoE attack that deals moderate amount of damage, inflicts the debuff Heavy and knocks back all players around the boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adds&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Magitek Death Claw&#039;&#039;&#039; targets one player with a purple line. If the claw reaches the targeted player, that player will be knocked into the electrical field.&lt;br /&gt;
&lt;br /&gt;
*Targeted player should run away from the claw while rest of the players should kill it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Gaius van Baelsar===&lt;br /&gt;
Players should spread out to avoid Gaius&#039; Hand of the Empire. Non-tank players should not be in front of the boss. At 3/4, 1/2 and 1/4 [[HP]], flaming blue circles will appear on the ground. Players should move and stay out of the circles because they do damage to anyone in them. Players should also avoid his Blue X ability called Terminus Est. When the flaming blue X appears, move out of its way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abilities&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Innocence&#039;&#039;&#039; is an instant frontal cleave attack that deals a moderate amount of damage to all players hit.&lt;br /&gt;
:&#039;&#039;&#039;Sentence&#039;&#039;&#039; is an instant attack that knocks back a random player.&lt;br /&gt;
:&#039;&#039;&#039;Heirsbane&#039;&#039;&#039; is an instant attack that deals a moderate amount of damage to a random player.&lt;br /&gt;
:&#039;&#039;&#039;Hand of the Empire&#039;&#039;&#039; is an instant attack that unleashes a blue ball of flame at a random player. That player and all players around will take small amount of damage.&lt;br /&gt;
:&#039;&#039;&#039;Terminus Est&#039;&#039;&#039; is a blue, flaming X that appears. After a few seconds, a blast comes from the X dealing heavy amount of damage to all players in its path.&lt;br /&gt;
:&#039;&#039;&#039;Judgment&#039;&#039;&#039; stuns a random player and spawns a circular AoE ground indicator around him or her. After a few seconds all players within the ground indicator will take moderate amount of damage.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Ultima Weapon===&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lahabrea===&lt;br /&gt;
Lahabrea is a straight forward fight. Players should avoid the dark pools spawned by Sea of Pitch if possible. He will also cast Shadow Flare, which players can interrupt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abilities&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Dark Orb&#039;&#039;&#039; is an instant spell that deals a small amount of damage to a random player.&lt;br /&gt;
:&#039;&#039;&#039;Grip of Night&#039;&#039;&#039; is an instant ability that deals a small amount of damage to all players near Lahabrea.&lt;br /&gt;
:&#039;&#039;&#039;Sea of Pitch&#039;&#039;&#039; is an ability that spawns 4 dark circles in the boss room. Moving over the circles will cause an explosion that deals a moderate amount of damage to all players caught.&lt;br /&gt;
:&#039;&#039;&#039;Shadow Flare&#039;&#039;&#039; is an ability that deals a moderate amount of damage to all players.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Gaius van Baelsar Card]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=281551</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=281551"/>
		<updated>2021-04-17T19:53:55Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| req-quest = The Ultimate Ballad&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Minstrel&#039;s Ballad: Ultima&#039;s Bane is a level 50 [[trials|trial]] that requires the players to defeat the [[Ultima Weapon]]. The trial requires a full party of 8 players. To unlock Ultima Weapon (Hard), players must begin the [[quests|quest]]: [[The Ultimate Ballad]].&lt;br /&gt;
&lt;br /&gt;
*Players can start the questline by talking to [[Alys]] at [[Mor Dhona]] (x21.7,y8.6).&lt;br /&gt;
&lt;br /&gt;
*Players will receive 15 [[Allagan Tomestone of Poetics]] for completing the trial.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&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;
*[[Ultima Weapon Card]]&lt;br /&gt;
===Rings===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band of Aiming]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band of Casting]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Intelligence]] +11, [[Determination]] +10, [[Critical Hit Rate]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band of Fending]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Vitality]] +13, [[Determination]] +7, [[Parry]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band of Healing]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Mind]] +11, [[Piety]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band of Slaying]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Skill Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Necklaces===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Choker of Aiming]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Classes|All Classes]]|| 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Critical Hit Rate]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Choker of Casting]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Intelligence]] +11, [[Spell Speed]] +10, [[Accuracy]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Choker of Fending]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Vitality]] +11, [[Determination]] +10, [[Parry]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Choker of Healing]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Mind]] +11, [[Determination]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Choker of Slaying]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 ||[[Classes|All Classes]]|| 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
[[File:ultima weapon2.jpg|300px]] [[File:ultima weapon1.jpg|300px]] [[File:ultima weapon3.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|fT4czU31lAc|350|left}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Akh_Afah_Amphitheatre_(Extreme)&amp;diff=281550</id>
		<title>Akh Afah Amphitheatre (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Akh_Afah_Amphitheatre_(Extreme)&amp;diff=281550"/>
		<updated>2021-04-17T19:51:36Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Akh Afah Amphitheatre (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = 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;
| roulette = Trials&lt;br /&gt;
| tomestones = &lt;br /&gt;
| req-quest = Drop Dead Shiva&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Akh Afah Amphitheatre (Extreme) is a level 50 [[trials|trial]] that requires a [[Party|Full Party]] of 8 players. In the trial, players face [[Shiva]], Lady of Frost. Players need to have item level 95 or higher to participate in this battle.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Reward:&#039;&#039;&#039; 22 [[Allagan Tomestone of Poetics]] and 1 [[Diamond Dust]].&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: [[Drop Dead Shiva]]&lt;br /&gt;
*Quest-giver Location: [[Urianger]] in [[The Waking Sands]] (x6,y4)&lt;br /&gt;
*Prerequisites: Main Scenario Quest: [[Let Us Cling Together]], Trial: [[The Striking Tree (Extreme)]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&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 damage buff. Allows her to do more and more damage over time.&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 decrease the blunt resistance of the target. the player will take more and more damage from her attacks when she is using her staff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tanks&#039;&#039;&#039;: &#039;&#039;&#039;DO NOT&#039;&#039;&#039; wait for the Weapon Buff to come up first to know when Shiva has a different weapon, if it is &#039;&#039;&#039;Sword&#039;&#039;&#039;, it will be too late to turn her towards your party to mitigate &#039;&#039;&#039;Ice Brand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ice Brand&#039;&#039;&#039;: Conal attack that deals a total of 18k damage that splits between all the players hit by it. The whole party should be hit by the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Bash&#039;&#039;&#039;: Conal attack that deals heavy damage and stuns target. Tanks can avoid the attack by running through Shiva.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;: Spawn ice pillars in random areas and knocks players back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteout&#039;&#039;&#039;: Deals damage to everyone in room except players who are really close to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotation: Ice Brand -&amp;gt; Glacier Bash -&amp;gt; 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 decrease the slashing resistance of the target. the player will take more and more damage from her attacks when she is using her sword.&lt;br /&gt;
&lt;br /&gt;
*When &#039;&#039;&#039;Shiva&#039;&#039;&#039; equips her &#039;&#039;&#039;Staff&#039;&#039;&#039;, first move she will do is &#039;&#039;&#039;Hail Storm&#039;&#039;&#039;, &#039;&#039;&#039;DO NOT&#039;&#039;&#039; wait to run out to the &#039;&#039;&#039;edges&#039;&#039;&#039; - 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;: Blue ice marks appear on the heads of a few players. After a moment, players with the marks will be hit by the storm, dealing damage to the player and the players around her. (Players need to spread out to avoid hitting each other with it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;: Deals damage to everyone.&lt;br /&gt;
&lt;br /&gt;
====Bow Form====&lt;br /&gt;
Only in Phase 3.&lt;br /&gt;
&lt;br /&gt;
Shiva deals more damage, more often while in this form. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass Dance&#039;&#039;&#039;: Fire Icicles in 270degree cone around her, dealing 10k damage to all players hit. It is used at the start of the Bow Form. 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. Dealing damage to the player and any players caught in the line. It also knocks them back. It is used about 20 seconds after start of Bow Form.&lt;br /&gt;
&lt;br /&gt;
*Move her close to north wall of arena. Make the marked player stand in front of Shiva while the entire party behind her. This will cause the player knocked back towards 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 fist phase 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 random orders.&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 Ice Brand but avoid Glacial Bash.&lt;br /&gt;
===Phase 2: 79% - 70% or 60sec===&lt;br /&gt;
At the start, Shiva spawns 4 Ice Soldiers and go into Sword Form. 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;
Players need to kill all the adds before Shiva gets to 70% [[HP]] or after 60 seconds has elapsed. Shiva&#039;s Diamond Dust will kill all players if any adds remain. If the adds are killed, Shiva will do 2-4k damage to all players.&lt;br /&gt;
&lt;br /&gt;
Phase 3 begins.&lt;br /&gt;
===Phase 3: 70% - 0%===&lt;br /&gt;
Hitting 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 Thin Ice debuff to all players. If a player attempts to move while she has the debuff on, she 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;gt; Staff Form -&amp;gt; Icicle (Bow) -&amp;gt; Bow Form -&amp;gt; Icicle (Sword/Staff) -&amp;gt; Icicle (Bow) -&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Shiva Card]]&lt;br /&gt;
*[[Boreas Whistle]]&lt;br /&gt;
*[[Diamond Tear]]&lt;br /&gt;
*[[Ice Tear]]&lt;br /&gt;
*[[Diamond Dust]] - Used to upgrade [[#Weapons|Weapons]] into [[Diamond Weapons]] and [[True Ice Shield]] into [[Diamond Shield]].&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[True Codex of Ice]]|| [[File:true codex of ice icon1.png]]||50||110|| [[Scholar|SCH]]||75 (Magical)||3.04||51.68||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +44, [[Mind]] +42, [[Determination]] +22, [[Direct Hit Rate]] +9, [[Piety]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[True Grimoire of Ice]]|| [[File:true grimoire of ice icon1.png]]||50||110||[[Arcanist|ACN]] [[Summoner|SMN]]||75 (Magical)||3.04||51.68||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +44, [[Intelligence]] +42, [[Critical Hit]] +44, [[Direct Hit Rate]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Axe]]|| [[File:true ice axe icon1.png]]||50||110||[[Marauder|MRD]] [[Warrior|WAR]]||51 (Physical)||3.20||54.40||0||align = &amp;quot;left&amp;quot; |[[Strength]] +42, [[Vitality]] +49, [[Determination]] +31, [[Skill Speed]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Bow]]|| [[File:true ice bow icon1.png]]||50||110||[[Archer|ARC]] [[Bard|BRD]]||46 (Physical)||2.88||44.16||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +42, [[Vitality]] +49 [[Skill Speed]] +31, [[Direct Hit Rate]] +44&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Brand]]|| [[File:true ice brand icon1.png]]||50||110||[[Gladiator|GLA]] [[Paladin|PLD]]||51 (Physical)||2.00||34.00||0||align = &amp;quot;left&amp;quot; |[[Strength]] +30, [[Vitality]] +35, [[Skill Speed]] +22, [[Tenacity]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Cane]]|| [[File:true ice cane icon1.png]]||50||110||[[Conjurer|CNJ]] [[White Mage|WHM]]||75 (Magical)||3.36||57.12||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +44, [[Mind]] +42, [[Piety]] +23, [[Critical Hit Rate]] +44, [[Direct Hit Rate]] +9&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Claws]]|| [[File:true ice claws icon1.png]]||50||110||[[Pugilist|PGL]] [[Monk|MNK]]||51 (Physical)||2.64||44.88||0||align = &amp;quot;left&amp;quot; |[[Strength]] +42, [[Vitality]] +49, [[Critical Hit Rate]] +44, [[Direct Hit Rate]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Daggers]]|| [[File:true ice daggers icon1.png]]||50||110||[[Rogue|ROG]] [[Ninja|NIN]]||51 (Physical)||2.32||39.44||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +42, [[Vitality]] +49, [[Skill Speed]] +44, [[Direct Hit Rate]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Rod]]|| [[File:true ice rod icon1.png]]||50||110||[[Thaumaturge|THM]] [[Black Mage|BLM]]||75 (Magical)||3.28||55.76||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +44, [[Intelligence]] +42, [[Determination]] +31, [[Direct Hit Rate]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Spear]]|| [[File:true ice spear icon1.png]]||50||110||[[Lancer|LNC]] [[Dragoon|DRG]]||51 (Physical)||2.88||48.96||0||align = &amp;quot;left&amp;quot; |[[Strength]] +42, [[Vitality]] +49, [[Critical Hit Rate]] +31, [[Direct Hit Rate]] +44&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Musketoon]]|| [[File:true ice musketoon icon1.png]]||50||110||[[Machinist|MCH]]||51 (Physical)||2.64||44.88||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +42, [[Vitality]] +49, [[Determination]] +31, [[Direct Hit Rate]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Astrometer]]|| [[File:true ice astrometer icon1.png]]||50||110||[[Astrologian|AST]]||75 (Magical)||3.20||54.40||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +44, [[Mind]] +42, [[Determination]] +22, [[Direct Hit Rate]] +9, [[Piety]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Breaker]]|| [[File:true ice breaker icon1.png]]||50||110||[[Dark Knight|DRK]]||51 (Physical)||2.96||50.32||0||align = &amp;quot;left&amp;quot; |[[Strength]] +42, [[Vitality]] +49, [[Critical Hit]] +44, [[Tenacity]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Katana]]|| [[File:true ice katana icon1.png]]||50||110||[[Samurai|SAM]]||51 (Physical)||2.64||44.88||0||align = &amp;quot;left&amp;quot; |[[Strength]] +42, [[Vitality]] +49, [[Critical Hit Rate]] +31, [[Direct Hit Rate]] +31&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Degen]]|| [[File:true ice degen icon1.png]]||50||110||[[Red Mage|RDM]]|| 75 (Magical)||3.44||58.48||0||align = &amp;quot;left&amp;quot; |[[Strength]] +42, [[Vitality]] +49, [[Critical Hit]] +44, [[Tenacity]] +31&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Shield]]||[[File:true ice shield icon1.png]]||50||110||[[Gladiator|GLA]], [[Paladin|PLD]]||Shield||119||319||0||align = &amp;quot;left&amp;quot; |[[Strength]] +12, [[Vitality]] +14, [[Critical Hit]] +9, [[Tenacity]] +13&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Defence&lt;br /&gt;
!Magic Defence&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Bracelet of Aiming]]||[[File:true ice bracelet of aiming icon1.png]]||50||120||[[classes|All Classes]]||Bracelets||1||1||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +21, [[Critical Hit Rate]] +14, [[Skill Speed]] +20&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Bracelet of Casting]]||[[File:true ice bracelet of casting icon1.png]]||50||120||[[classes|All Classes]]||Bracelets||1||1||0||align = &amp;quot;left&amp;quot; |[[Intelligence]] +21, [[Critical Hit Rate]] +14, [[Spell Speed]] +20&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Bracelet of Fending]]||[[File:true ice bracelet of fending icon1.png]]||50||120||[[classes|All Classes]]||Bracelets||1||1||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +24, [[Critical Hit Rate]] +20, [[Skill Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Bracelet of Healing]]||[[File:true ice bracelet of healing icon1.png]]||50||120||[[classes|All Classes]]||Bracelets||1||1||0||align = &amp;quot;left&amp;quot; |[[Mind]] +21, [[Piety]] +11, [[Accuracy]] +4, [[Determination]] +14&lt;br /&gt;
|-&lt;br /&gt;
|[[True Ice Bracelet of Slaying]]||[[File:true ice bracelet of slaying icon1.png]]||50||120||[[classes|All Classes]]||Bracelets||1||1||0||align = &amp;quot;left&amp;quot; |[[Strength]] +21, [[Critical Hit Rate]] +14, [[Determination]] +14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:shiva extreme1.png|300px]] [[File:shiva extreme2.jpg|300px]] [[File:shiva extreme3.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|x2cG9Y7Ak_Y|350|left|Shiva EX Guide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Extreme)&amp;diff=281548</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=281548"/>
		<updated>2021-04-17T19:50:42Z</updated>

		<summary type="html">&lt;p&gt;Trouvailler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|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;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| req-quest = Judgment Bolts and Lightning&lt;br /&gt;
| patch = 2.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Striking Tree (Extreme) is a level 50 [[trials|trial]] that requires a [[Party|Full Party]] of 8 players. In the trial, players face the fearsome Lord of Levin, [[Ramuh]]. Players need to have item level 85 or higher to participate in this battle.&lt;br /&gt;
*Reward: 20 [[Allagan Tomestone of Poetics]]&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: [[Judgement Bolts and Lightning]]&lt;br /&gt;
*Location: [[Scarlet]] in [[New Gridania]] (x9,y11)&lt;br /&gt;
*Prerequisites: Main Scenario Quest: [[Brave New Companions]], Trials: [[Thornmarch (Extreme)]] and [[The Whorleater (Extreme)]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Abilities===&lt;br /&gt;
&#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039; - Fears 2 players that are not top [[enmity]] after a short cast time. They will walk slowly toward Ramuh then get killed by the melee AoE Thunderspark by Ramuh if Chaos/Seduced is not broken by Thunderstorm. Player with the Thunderstorm needs to move to the feared players. This is a team coordination mechanic, think T8 ballistic missile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grey Arbiter&#039;&#039;&#039; - Adds that spawn at 65%, just kill them all so the party does not wipe to Judgement Bolt. Because they fire lightning beams at random targets, these adds do not need to be tanked. They also have an ability that fires at Ramuh and lowers the time left until Judgement bolt, so kill them sequentially. Melee should begin from behind the boss and ranged from in front of the boss, and move clockwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; - Negligible damage if all Grey Arbiter adds were killed, otherwise dealing 30k damage and instantly kills the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbs&#039;&#039;&#039; - Eat 3 to give a shield for a minute that prevents you from dying to Shock Strike, otherwise it does around 17k damage and goes through Hallowed. Building shield also removes tether. The more orbs are out, the more damage Thunderstorm deals. Managing shield duration is the tank swap mechanic. Eating more than 3 will give an &#039;overcharged&#039; shield that reduces healing per stack but still blocks Shock Strike. It caps at 3 stacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Thunder&#039;&#039;&#039; - After the add phase, two random people can get chained by a lightning. These two players need to stop all actions and one, and only one, of the chained players need to quickly gather 3 orbs to break the chain. If the off-tank gets the chain, he picks up the orbs and provokes Ramuh afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock Strike&#039;&#039;&#039; - AoE attack on tanks. Tanks need to gather three to get a debuff (Surge Protection) that makes them able to survive Shock Strike. The current off-tank picks up 3 orbs from every second Thunderstorm and Provokes Ramuh. Tanks keep swapping like this until the end. Tanks can get more than three stacks of orbs but any extra after third reduces healing received (Static Condensation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; - Happens all throughout the fight. AoE circles at random spots and three following random players. Some of them leave orbs behind that empower Ramuh but can be picked up. The orbs and Thunderstorm circles leave a stacking debuff (Electroconductivity) on anyone hit, which will be the main mechanic of the fight. The water in the arena will also electrify after Thunderstorm, dealing more damage if stood in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderspark&#039;&#039;&#039; - melee AoE, moderate damage, but kills Chaotic Strike targets.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
====Phase 1: 100% - 64%====&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;
====Phase 2: 64% - 0%====&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;
==Solo strategy (level 70+)==&lt;br /&gt;
With a high player level (70 to 80) and high-end gear, The Striking Tree (Extreme) can be finished solo or with a small party. To do so, enter the trial unsynced by selecting &amp;quot;Undersized 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;
==Loot==&lt;br /&gt;
*[[Ramuh Card]]&lt;br /&gt;
*[[Markab Whistle]]&lt;br /&gt;
*[[Levin Orb]]&lt;br /&gt;
*[[Large Levin Orb]]&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Damage (Type)&lt;br /&gt;
!Delay&lt;br /&gt;
!Auto Attack&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adjudicator&#039;s Gavel]]|| [[File:adjudicators gavel icon1.png]]||50||100||[[Conjurer|CNJ]] [[White Mage|WHM]]||72 (Magical)||3.36||54.88||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +38, [[Mind]] +37, [[Determination]] +20, [[Skill Speed]] +40, [[Direct Hit Rate]] +8&lt;br /&gt;
|-&lt;br /&gt;
|[[Adjudicator&#039;s Staff]]|| [[File:adjudicators staff icon1.png]]||50||100||[[Thaumaturge|THM]] [[Black Mage|BLM]]||72 (Magical)||3.20||52.26||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +38, [[Intelligence]] +37, [[Direct Hit Rate]] +28, [[Determination]] +29&lt;br /&gt;
|-&lt;br /&gt;
|[[Ona Ramuhda]]|| [[File:ona ramuhda icon1.png]]||50||100||[[Arcanist|ACN]] [[Summoner|SMN]]||72 (Magical)||2.96||48.34||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +38, [[Intelligence]] +37, [[Spell Speed]] +28, [[Direct Hit Rate]] +40&lt;br /&gt;
|-&lt;br /&gt;
|[[The Law of Levin]]|| [[File:the law of levin icon1.png]]||50||100|| [[Scholar|SCH]]||72 (Magical)||2.96||48.34||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +38, [[Mind]] +37, [[Critical Hit]] +40, [[Spell Speed]] +28, [[Direct Hit Rate]] +8&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderstone]]|| [[File:thunderstone icon1.png]]||50||100||[[Red Mage|RDM]]||72 (Magical)||3.44||56.18||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +38, [[Intelligence]] +37, [[Critical Hit]] +28, [[Spell Speed]] +40&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderdome]]||[[File:thunderdome icon1.png]]||50||100||[[Astrologian|AST]]||72 (Magical)||3.20||52.26||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +38, [[Mind]] +37, [[Critical Hit]] +28, [[Determination]] +29, [[Direct Hit Rate]] +8&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderbolt]]|| [[File:thunderbolt icon1.png]]||50||100||[[Lancer|LNC]] [[Dragoon|DRG]]||49 (Physical)||2.80||45.73||0||align = &amp;quot;left&amp;quot; |[[Strength]] +37, [[Vitality]] +42, [[Direct Hit Rate]] +40, [[Skill Speed]] +28&lt;br /&gt;
|-&lt;br /&gt;
|[[Thundercrack]]|| [[File:thundercrack icon1.png]]||50||100||[[Pugilist|PGL]] [[Monk|MNK]]||49 (Physical)||2.56||41.81||0||align = &amp;quot;left&amp;quot; |[[Strength]] +37, [[Vitality]] +42, [[Determination]] +29, [[Skill Speed]] +28&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderstroke]]|| [[File:thunderstroke icon1.png]]||50||100||[[Samurai|SAM]]||49 (Physical)||2.64||43.12||0||align = &amp;quot;left&amp;quot; |[[Strength]] +37, [[Vitality]] +42, [[Critical Hit]] +28, [[Determination]] +29&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderdart]]|| [[File:thunderdart icon1.png]]||50||100||[[Archer|ARC]] [[Bard|BRD]]||49 (Physical)||2.80||41.06||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +37, [[Vitality]] +42, [[Critical Hit Rate]] +40, [[Determination]] +20&lt;br /&gt;
|-&lt;br /&gt;
|[[Thundershower]]|| [[File:thundershower icon1.png]]||50||100||[[Machinist|MCH]]||49 (Physical)||2.64||43.12||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +37, [[Vitality]] +42, [[Critical Hit]] +28, [[Skill Speed]] +40&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderstorm]]|| [[File:thunderstorm icon1.png]]||50||100||[[Marauder|MRD]] [[Warrior|WAR]]&amp;lt;br /&amp;gt; Level 50||49 (Physical)||3.28||53.57||0||align = &amp;quot;left&amp;quot; |[[Strength]] +37, [[Vitality]] +42, [[Determination]] +20, [[Tenacity]] +40&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderstrike]]|| [[File:thunderstrike icon1.png]]||50||100||[[Gladiator|GLA]] [[Paladin|PLD]]||49 (Physical)||1.92||31.36||0||align = &amp;quot;left&amp;quot; |[[Strength]] +37, [[Vitality]] +42, [[Critical Hit]] +28, [[Direct Hit Rate]] +40&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderclap]]|| [[File:thunderclap icon1.png]]||50||100||[[Dark Knight|DRK]]||49 (Physical)||2.96||48.34||0||align = &amp;quot;left&amp;quot; |[[Strength]] +37, [[Vitality]] +42, [[Critical Hit]] +28, [[Direct Hit Rate]] +40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Block Strength&lt;br /&gt;
!Block Rate&lt;br /&gt;
!Materia Slots&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderhead]]||[[File:thunderhead icon1.png]]||50||100||[[Gladiator|GLA]], [[Paladin|PLD]]||193||193||0||align = &amp;quot;left&amp;quot; |[[Strength]] +11, [[Vitality]] +12, [[Determination]] +6, [[Skill Speed]] +12&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Icon&lt;br /&gt;
!Levels&lt;br /&gt;
!Item Level&lt;br /&gt;
!Requirement&lt;br /&gt;
!Slot&lt;br /&gt;
!Defence&lt;br /&gt;
!Magic Defence&lt;br /&gt;
!Stats and Attributes&lt;br /&gt;
|-&lt;br /&gt;
|[[Judgment Ring of Aiming]]||[[File:judgment ring of aiming icon1.png]]||50||110||[[classes|All Classes]]||Ring||1||1||align = &amp;quot;left&amp;quot; |[[Dexterity]] +16  [[Critical Hit Rate]] +17  [[Skill Speed]] +12    &lt;br /&gt;
|-&lt;br /&gt;
|[[Judgment Ring of Casting]]||[[File:judgment ring of casting icon1.png]]||50||110||[[classes|All Classes]]||Ring||1||1||align = &amp;quot;left&amp;quot; |[[Intelligence]] +16  [[Critical Hit Rate]] +17  [[Determination]] +9    &lt;br /&gt;
|-&lt;br /&gt;
|[[Judgment Ring of Fending]]||[[File:judgment ring of fending icon1.png]]||50||110||[[classes|All Classes]]||Ring||1||1||align = &amp;quot;left&amp;quot; |[[Vitality]] +18  [[Accuracy]] +12  [[Critical Hit Rate]] +17    &lt;br /&gt;
|-&lt;br /&gt;
|[[Judgment Ring of Healing]]||[[File:judgment ring of healing icon1.png]]||50||110||[[classes|All Classes]]||Ring||1||1||align = &amp;quot;left&amp;quot; |[[Mind]] +16  [[Accuracy]] +3  [[Critical Hit Rate]] +12  [[Determination]] +12  &lt;br /&gt;
|-&lt;br /&gt;
|[[Judgment Ring of Slaying]]||[[File:judgment ring of slaying icon1.png]]||50||110||[[classes|All Classes]]||Ring||1||1||align = &amp;quot;left&amp;quot; |[[Strength]] +16  [[Critical Hit Rate]] +17  [[Determination]] +9    &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
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;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:ramuh2.jpg|300px|]] [[file:ramuh3.jpg|300px|]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|xeqWLN07m2M|350|left|Ramuh Extreme Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Trouvailler</name></author>
	</entry>
</feed>