The Stone Vigil (Hard)
- See also: The Stone Vigil
The Stone Vigil (Hard)
Too long has the Stone Vigil been ravished by the Dravinians and their thralls; too long has House Durendaire suffered this infamy. Time has come for its dragoons to retake the fortress, ten hundred lances and a thousand dreams of vengeance strong. Though the knights of Ishgard breach the gate to find a lodgment within the Vigil, the enemy is well-defended and amply supplied. This deadlock must be broken─and who better than those who once made free of the fortress under the dragons' very noses, and lived to tell the tale?
— In-game description
Level 50+ players need to talk to Faillicie in Revenant's Toll, Mor Dhona (x21,y8), to start the quest Blood for Stone to unlock the dungeon.
The quest is available after the completion of the main scenario quest The Ultimate Weapon.
- Slay Gorynich: 0/1
- Slay Cuca Fera: 0/1
- Obtain the main storage vault key: 0/1
- Slay Giruveganaus: 0/1
Gorynich fight is similar to the first boss fight in the normal Stone Vigil. He moves around and uses Swinge. Use Sprint to stay behind him to not get hit. When he spawns adds, the adds will automatically attack the healer. DPS should kill the adds ASAP. Please note that these adds will perform an AoE on death (one is a large conal in front and the other is a large circle around them). If the boss is in range of these AoE's, it will gain Haste and Damage Up.
Try to tank the boss in a corner and place your healer away from him.
For this Cuca Fera, the players will operate 4 cannons in the 4 corners to the room to attack the boss. These cannons have two abilities. First ability is a normal damaging shot with low cooldown. The second ability is a shot that stuns the boss but has long cooldown. Use the normal shots to damage the boss but Do NOT fire at it when it turtles. You can notice it's turtling when its shell glows red. While turtled, your shots will bounce back, hurting you instead of the boss.
Designate two people to be "stunners". The Boss has a group wide AoE called Hard Stomp. Use the second ability of the cannon to interrupt its casting. Two people rotating the stuns should be enough to let CD's recharge. The boss has an attack where it sets itself on fire and charges a cannon. Very easy to avoid if you're paying attention.
When adds spawn, players should kill them with their cannons. Because cannons cannot fire at targets nearby, party members should help each other to clean up the adds.
Do not allow all of the NPCs die. If they do, the boss will do an unstunnable Hard Stomp that instantly wipes the party.
Giruveganaus is a fairly straightforward, if annoying, fight. The boss follows a random attack pattern, ignoring all hate generation. All players must keep an eye out for one of Giruvenganaus' many tells in order to anticipate and dodge attacks. All of the boss's attacks not only hit for moderate to high damage, but also bestow a debuff on anyone hit called Infirmity, which reduces healing from magical sources.
Phase 1 consists of 3 attacks. His first, a burning shoulder tackle, is telegraphed by the boss lowering his shoulder. After about a second, he will charge forward damaging all in his path. His next attack is a tail swipe, a rear cone attack preceded by the boss pausing and raising his tail. The final attack of this phase is a frontal cleave attack, in which the boss stops and rears up on his hind legs and swings at anyone in front of him. It is highly recommended to stay to the flank of the boss, as this puts you in a "safe zone" between the range of his frontal cleave and tail swipe. At approx 60% health, phase 2 will begin.
At the start of phase 2, Giruvenganaus will summon a clone of himself with all the same attacks and stats as the original at full health. He will also gain a new attack which is shared with his clone, where he will turn to face a random player and launch a fireball, which will damage the target and anyone in a close proximity. The tell for this is a small flame that will appear in the boss's mouth as it turns to its target. In this phase it is best to ignore the clone in favor of bursting down the original boss, dodging attacks when necessary. Once the original is dead, focus attacking the clone, who should follow soon afterward.
|Boots of the Divine Light||Feet||Dungeon||1|
|Crakows of Divine Death||Feet||Dungeon||1|
|Crakows of the Divine Harvest||Feet||Dungeon||1|
|Cuffs of the Divine Hero||Hands||Dungeon||1|
|Cuffs of the Divine Light||Hands||Dungeon||1|
|Halfgloves of Divine Death||Hands||Dungeon||1|
|Sabatons of the Divine War||Feet||Dungeon||1|
|Vambraces of Divine Wisdom||Hands||Dungeon||1|
|Earrings of the Divine War||Earrings||Dungeon||1|
|Earrings of the Divine Harvest||Earrings||Dungeon||1|
|Choker of the Divine War||Necklace||Dungeon||1|
|Bracelet of Divine Wisdom||Bracelets||Dungeon||1|
|Bracelet of the Divine Light||Bracelets||Dungeon||1|
|Ring of Divine Wisdom||Ring||Dungeon||1|
|Ring of Divine Death||Ring||Dungeon||1|
|Helm of the Divine War||Head||Dungeon||1|
|Mask of Divine Wisdom||Head||Dungeon||1|
|Eyepatch of the Divine Hero||Head||Dungeon||1|
|Monocle of Divine Death||Head||Dungeon||1|
|Tassets of the Divine War||Waist||Dungeon||1|
|Belt of the Divine Hero||Waist||Dungeon||1|
|Belt of the Divine Light||Waist||Dungeon||1|
|Belt of the Divine Harvest||Waist||Dungeon||1|
|Blue Dragon Card||Triple Triad Card||Basic||1|
|Breeches of Divine Wisdom||Legs||Dungeon||1|
|Cuirass of Divine Wisdom||Body||Dungeon||1|
|Cuirass of the Divine War||Body||Dungeon||1|
|Robe of the Divine Harvest||Body||Dungeon||1|
|Sarouel of the Divine Light||Legs||Dungeon||1|
|Shirt of the Divine Hero||Body||Dungeon||1|
|Tonban of Divine Death||Legs||Dungeon||1|
|Tonban of the Divine Harvest||Legs||Dungeon||1|
Treasure Coffer 1 (X: 10.7 Y: 9.1)
|Stone Vigil Lumber||Crafting material||Basic||1|