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	<updated>2026-04-15T15:14:52Z</updated>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Akh_Afah_Amphitheatre_(Unreal)&amp;diff=503248</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=503248"/>
		<updated>2023-01-03T16:58:03Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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;
{{otheruses|the level 80 [[Faux Hollows]] [[trial]]|the level 50 challenge-mode [[trial]]|The Akh Afah Amphitheatre (Extreme)}}&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 = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| location = Akh Afah Amphitheatre&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| req-quest = Fantastic Mr. Faux&lt;br /&gt;
| patch = 5.3&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Primal]]: [[Shiva]]===&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 the 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 this, 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. Once the boss reaches 11 stacks of this buff, she will become untargetable and wipe the party with a &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039; enrage.&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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Eye&amp;diff=384167</id>
		<title>Storm&#039;s Eye</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Eye&amp;diff=384167"/>
		<updated>2021-12-20T17:34:33Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 120.&lt;br /&gt;
| facts = {{action fact|combo|action|Maim}}{{action fact|combo|potency|380}}{{action fact|combo|bonus|Grants Surging Tempest, increasing damage dealt by 10%}}{{action fact|duration|30}}{{action fact|Extends Surging Tempest duration by 30s to a maximum of 60s.}}{{action fact|combo|bonus|Increases Beast Gauge by 10}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 50&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In [[PvP]], Storm&#039;s Eye does not reduce HP recovery via curing magic. &lt;br /&gt;
* Storm&#039;s Eye does not stack with [[Rogue]]&#039;s [[Dancing Edge]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Storms_eye.jpg|Storm&#039;s Eye animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Path&amp;diff=384166</id>
		<title>Storm&#039;s Path</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Path&amp;diff=384166"/>
		<updated>2021-12-20T17:33:57Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 120.&lt;br /&gt;
| facts = {{action fact|combo|action|Maim}}{{action fact|combo|potency|380}}{{action fact|combo|bonus|Restores own HP}}{{action fact|combo|bonus|Increases Beast Gauge by 20}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 26&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Storms_Path.jpg|Storm&#039;s Path animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Maim&amp;diff=384165</id>
		<title>Maim</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Maim&amp;diff=384165"/>
		<updated>2021-12-20T17:33:43Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 130.&lt;br /&gt;
| facts = {{action fact|combo|action|Heavy Swing}}{{action fact|combo|potency|250}}{{action fact|duration|24}}{{action fact|combo|bonus|Increases Beast Gauge by 10}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 4&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Maim.jpg|Maim animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Heavy_Swing&amp;diff=384163</id>
		<title>Heavy Swing</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Heavy_Swing&amp;diff=384163"/>
		<updated>2021-12-20T17:33:28Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 200.&lt;br /&gt;
| acquired = marauder&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Heavy_Swing.jpg|Heavy Swing animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Eye&amp;diff=384161</id>
		<title>Storm&#039;s Eye</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Eye&amp;diff=384161"/>
		<updated>2021-12-20T17:30:59Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 100.&lt;br /&gt;
| facts = {{action fact|combo|action|Maim}}{{action fact|combo|potency|380}}{{action fact|combo|bonus|Grants Surging Tempest, increasing damage dealt by 10%}}{{action fact|duration|30}}{{action fact|Extends Surging Tempest duration by 30s to a maximum of 60s.}}{{action fact|combo|bonus|Increases Beast Gauge by 10}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 50&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In [[PvP]], Storm&#039;s Eye does not reduce HP recovery via curing magic. &lt;br /&gt;
* Storm&#039;s Eye does not stack with [[Rogue]]&#039;s [[Dancing Edge]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Storms_eye.jpg|Storm&#039;s Eye animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Path&amp;diff=384158</id>
		<title>Storm&#039;s Path</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Storm%27s_Path&amp;diff=384158"/>
		<updated>2021-12-20T17:26:41Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 100.&lt;br /&gt;
| facts = {{action fact|combo|action|Maim}}{{action fact|combo|potency|380}}{{action fact|combo|bonus|Restores own HP}}{{action fact|combo|bonus|Increases Beast Gauge by 20}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 26&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Storms_Path.jpg|Storm&#039;s Path animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Maim&amp;diff=384157</id>
		<title>Maim</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Maim&amp;diff=384157"/>
		<updated>2021-12-20T17:24:25Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 100.&lt;br /&gt;
| facts = {{action fact|combo|action|Heavy Swing}}{{action fact|combo|potency|250}}{{action fact|duration|24}}{{action fact|combo|bonus|Increases Beast Gauge by 10}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 4&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Maim.jpg|Maim animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Maim&amp;diff=384156</id>
		<title>Maim</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Maim&amp;diff=384156"/>
		<updated>2021-12-20T17:24:01Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 100.&lt;br /&gt;
| facts = {{action fact|combo|action|Heavy Swing}}{{action fact|combo|potency|280}}{{action fact|duration|24}}{{action fact|combo|bonus|Increases Beast Gauge by 10}}&lt;br /&gt;
| acquired = Marauder&lt;br /&gt;
| level = 4&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Maim.jpg|Maim animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Heavy_Swing&amp;diff=384155</id>
		<title>Heavy Swing</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Heavy_Swing&amp;diff=384155"/>
		<updated>2021-12-20T17:23:21Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 150.&lt;br /&gt;
| acquired = marauder&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Heavy_Swing.jpg|Heavy Swing animation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=282657</id>
		<title>Delubrum Reginae</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=282657"/>
		<updated>2021-04-27T13:55:45Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 5.5, 5.4&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae (Savage)|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Complete the level 80 [[quest]] [[Fit for a Queen]]. You can start the quest by speaking to [[Bajsaljen]] in [[Gangos]] (X:6.5 Y:5.8). Players must complete the prerequisite quest [[A Sign of What&#039;s to Come]].&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level: 80&lt;br /&gt;
*Number of players: 24&lt;br /&gt;
*Time limit: 180 minutes&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae==&lt;br /&gt;
Players can enter Delubrum Reginae by speaking with [[Mikoto]] at [[the Lost Trace or Sjeros]] in [[Gangos]] (X:5.5 Y:5.4). Once registered, players will be matched together regardless of their job&#039;s role. To enter as a party or alliance, the party or alliance leader must be the one to speak with the aforementioned NPCs.&lt;br /&gt;
* Players are free to change areas after registering.&lt;br /&gt;
* When registering as an alliance, please note that alliances will be temporarily disbanded upon entering.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules and Features==&lt;br /&gt;
The following duty-specific rules and features will be applied upon entering Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
===Level Sync===&lt;br /&gt;
All equipment will be adjusted to item level 430. Furthermore, [[materia]] bonuses will be ignored, regardless of the item level of gear affixed with materia.&lt;br /&gt;
&lt;br /&gt;
===Party Composition===&lt;br /&gt;
Unlike other instanced duties, players may freely disband and reform parties while inside Delubrum Reginae.&lt;br /&gt;
* Please note that if you enter Delubrum Reginae as a member of a party, even if you leave it while within the duty, you will be returned to that party upon exiting the instance.&lt;br /&gt;
&lt;br /&gt;
===Countdowns, Field Markers, and Signs===&lt;br /&gt;
Unlike other instanced duties, the use of countdowns, field markers, and signs is shared among all players in the instance.&lt;br /&gt;
&lt;br /&gt;
===Lost Actions===&lt;br /&gt;
Any lost actions obtained on the [[Bozjan Southern Front]], or previously set as duty actions, will carry over into this duty. A lost finds cache and Resistance appraiser are also available at the start of the instance.&lt;br /&gt;
&lt;br /&gt;
While players cannot change jobs after entering this duty, lost actions may be used to help compensate for roles that may be absent from your party.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
[[File:Delubrum Reginae2.png|350px|right]]&lt;br /&gt;
Players may encounter traps while fighting their way through Delubrum Reginae. Traps are invisible and, when triggered, can deal large amounts of damage or afflict players with any number of debilitating effects. That said, certain lost actions will allow one to detect traps before they are activated.&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
Players who are incapacitated during this duty will lose mettle. An additional penalty to mettle will be incurred when returning to the start of the instance or abandoning the duty without being raised.&lt;br /&gt;
* Resistance rank cannot go down from losing mettle.&lt;br /&gt;
&lt;br /&gt;
===Gear Effects===&lt;br /&gt;
The additional effects of Bozjan gear will also be applied in Delubrum Reginae.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Treasure coffers that appear in this instance yield separate rewards for each player. Be certain to open any you find as you fight your way through the ruins.&lt;br /&gt;
&lt;br /&gt;
==Boss Notes==&lt;br /&gt;
&lt;br /&gt;
Abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockback mechanics throughout the instance, so be sure to respect knockback mechanics as if you do not have those abilities equipped. Furthermore, any player who is hit by a mechanic (and survives) will acquire a stackable debuff called &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; that will last for just under 2 minutes. If a player with &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; is hit by another mechanic and survives (thus acquires a second stack), the debuff will be converted into &#039;&#039;&#039;Doom&#039;&#039;&#039;, leading to eventual and unavoidable death. As a result, avoiding mechanics is often a larger priority than maintaining uptime, especially if you wish to avoid losing &#039;&#039;&#039;Mettle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Seeker==&lt;br /&gt;
&lt;br /&gt;
The first boss within Delubrum Reginae is fought within a circular arena, complete with four &#039;&#039;&#039;barricades&#039;&#039;&#039; that serve as obstacles (which can be used to deal with &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; pushback mechanics), as well as a noticeable pattern of circles on the ground (like a dartboard) with a small circle in the centre. Like many bosses, the pattern on the ground can be used as a visual aid when dealing with specific mechanics. Furthermore, the outer ring of the arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039; shortly after the encounter begins, so be sure to avoid walking (or being pushed) into the outer ring once the battle commences, utilizing the above-mentioned &#039;&#039;&#039;barricades&#039;&#039;&#039; to prevent yourself being punted outside.&lt;br /&gt;
&lt;br /&gt;
The boss itself is reminiscent of &#039;&#039;&#039;Ravana&#039;&#039;&#039; from Heavensward - a large, four-armed monstrosity capable of wielding weapons in each hand. However, unlike Ravana, the Trinity Seeker will utilize different weapons and stances (after casting &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;), each of which will dictate upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics and abilities you should expect throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Generic Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Tempest&#039;&#039;&#039; - inflicts moderate raid-wide damage that cannot be avoided. Shield and heal as necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Path&#039;&#039;&#039; - causes the Trinity Seeker to swap to different weapons and fighting stance. Bear in mind that a specific mechanic will be unleashed (depending on the weapon chosen) as soon as the weapon swap is complete. Below is a list of all stances and the mechanics related to each one.&lt;br /&gt;
&lt;br /&gt;
===(Merciful Air) Katana Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039; - the Trinity Seeker utilizes a katana in each hand (similar to Ravana), gaining access to &#039;&#039;&#039;Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;, and &#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;. Note that the battle commences with the boss already in this stance. However, if the boss swaps back to &#039;&#039;&#039;Merciful Air&#039;&#039;&#039; via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; from any other stance later in the battle, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039; will immediately be executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Act of Mercy&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to katanas from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the katanas are equipped, the Trinity Seeker will emit a thin cross-shaped AoE from its current location&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Mercy&#039;&#039;&#039; - the Trinity Seeker slowly begins to charge up all four katanas one after the other and prepares to use each one to cleave half of the arena (in the order that the swords were charged and in the direction each sword is facing). Be sure to keep an eye on the katanas as they are charging up so that you can pre-emptively avoid the onslaught. Once all four katanas have charged up, the Trinity Seeker will unleash each cleave via &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Seasons of Mercy&#039;&#039;&#039; - a flashy finisher of mini-mechanics that will not be executed until later in the battle. Once cast, the arena will fill with criss-cross AoE telegraphs with various safe-spots in-between that players must use to avoid damage. At the same time, a floating orb will utilize a &#039;&#039;&#039;gaze&#039;&#039;&#039; mechanic, forcing the raid to look away or suffer &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Lastly, a noticeably growing purple marker on the ground will continuously be expanding throughout the ordeal which all players must avoid (after weaving through the criss-cross AoE&#039;s and avoiding the gaze attack from the orb).&lt;br /&gt;
&lt;br /&gt;
===(Baleful Air) Great-sword Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Air&#039;&#039;&#039; - the Trinity Seeker employs two massive great-swords, gaining access to &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; and &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Swathe&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to great-swords from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the great-swords are equipped, the Trinity Seeker will emit two massive AoE&#039;s to its left and right, covering the entire arena, except for a thin safe-spot in the form of a straight line through the arena centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Burning Chains&#039;&#039;&#039; - causes random players to be tethered together via burning chains that can only be broken when sufficient distance between each player is generated (i.e., running away from each other). Bear in mind that &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; typically happens shortly before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, giving the raid only a small amount of time to safely break their chains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Phantom Edge&#039;&#039;&#039; - alters the property of an upcoming &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Blade&#039;&#039;&#039; - causes the Trinity Seeker to emit raid-wide damage in one of two possible forms depending on whether &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used first. If &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, then &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; is converted into a heavy-hitting &#039;&#039;&#039;knockback&#039;&#039;&#039;, requiring the raid to stand in front of a &#039;&#039;&#039;barricade&#039;&#039;&#039; to avoid being knocked out of the arena. However, if &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was &#039;&#039;&#039;NOT&#039;&#039;&#039; used beforehand, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; will inflict fatal damage that must be avoided by hiding &#039;&#039;behind&#039;&#039; a &#039;&#039;&#039;barricade&#039;&#039;&#039;, rather than in front of it.&lt;br /&gt;
&lt;br /&gt;
===(Iron Air) Bare-hand Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Air&#039;&#039;&#039; - the Trinity Seeker discards all weapons to fight barehanded, gaining access to &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;, &#039;&#039;&#039;Iron Splitter&#039;&#039;&#039; and &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Impact&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to fists from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once bare-handed, the Trinity Seeker will create a line-stack marker on a random player, forcing the group to stack along the line to help absorb damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Splitter&#039;&#039;&#039; - causes the Trinity Seeker to leap to a different point of the arena and noticeably plunge its fist into the ground, charging up one of the ring patterns on the ground. As mentioned earlier, the pattern on the arena floor is somewhat like a dart-board - composed of sandy yellow rings and metallic blue-grey rings. After a delay, all ring patterns on the floor (the same colour as the one the boss is charging) will explode. As a result, all players must avoid standing on the same colour pattern to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Dead Iron&#039;&#039;&#039; - causes the Trinity Seeker to apply &#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; markers onto three random targets. After a delay, the boss will emit non-telegraphed cone-AoE&#039;s through the marked players, damaging anyone in their path, then repeat the whole process once again. During &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;, all marked players should make sure to spread apart from each other (and the rest of the raid) so that they do not overlap their upcoming cone AoE&#039;s onto players.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Like most bosses, the Trinity Seeker will eventually enter a mechanical loop that involves a higher volume of combinations and overlap, though nothing you haven&#039;t witnessed already. The biggest challenge is to pre-emptively position yourself to avoid all the vicious AoE&#039;s, especially when they also involve &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, not to mention the 50/50 threat of &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;, forcing players to recognize when to stand in front of (or behind) barricades in response to &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Dahu==&lt;br /&gt;
&lt;br /&gt;
The second boss blocking your path is &#039;&#039;&#039;Dahu&#039;&#039;&#039; - a super version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - sporting very similar mechanics with a few twists. Despite essentially being a mini-boss (due to having extremely low health and far simpler mechanics compared to the other bosses), the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; (stackable debuff) can still prove fatal for any players who are hit by two mechanics within the space of two minutes, so be careful!&lt;br /&gt;
&lt;br /&gt;
Much like the previous boss, &#039;&#039;&#039;Dahu&#039;&#039;&#039; is encountered within a circular arena and will challenge players via directional abilities of varied ranges. However, some of Dahu&#039;s attacks have no cast-time or ground telegraphs, thus players should keep an eye on Dahu&#039;s animations to pre-emptively avoid certain attacks. As a rule of thumb, never stand in front of the boss unless you have to, especially if it turns in your direction.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Breath&#039;&#039;&#039; - a fiery tank-buster against Dahu&#039;s primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clawed Cleave&#039;&#039;&#039; - a non-telegraphed frontal cleave with no cast bar or ground indication, indicated solely by Dahu raising one of its claws in the air, much like Gowrow and various other dinosaur enemies from Heavensward. If you notice Dahu menacingly raising its claw for a swipe, quickly move to its flank or rear to avoid being slashed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;L/R-Sided Shockwave&#039;&#039;&#039; - Dahu raises a fist and pounds the ground to his left or right, emitting a semi-circle AoE in that direction which all players should avoid, quickly followed by a second smash to the opposite side of the first. For example, if Dahu smashes the left side, expect a smash to the right immediately afterwards, and vice versa. The AoE is about 1/4 the size of the arena, meaning ranged players can safely stand on the smashed side(s) provided they are far enough away. Melee players should be extra careful if they are attacking the boss from the sides to execute positionals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039; - Dahu unleashes a mighty roar, inflicting light but unavoidable AoE damage that will &#039;&#039;&#039;stagger&#039;&#039;&#039; all participants and knock them back to the outer wall of the arena. In a lot of cases, &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; will typically be followed by &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - causes Dahu to turn towards a random player and emit a large cone telegraph in their direction. After a brief delay, Dahu will unleash a swathe of flame over the marked area. All players will need to move out of the telegraph as quick as possible. Keep in mind that &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; will often (but not always) be used after &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; and &#039;&#039;&#039;Hot Charge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe&#039;&#039;&#039; - similar to the basic &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;, except this time, Dahu will rotate clockwise or counter-clockwise whilst unleashing a total of 5 &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; cone AoE&#039;s. A visual indicator before the attack will display which direction Dahu will rotate, so watch out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marchosias&#039;&#039;&#039; - causes untargetable adds to enter the fray which will utilize two different abilities - &#039;&#039;&#039;Head Down&#039;&#039;&#039; (line AoE&#039;s across the battlefield which the adds will charge through) followed by &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; (point-blank AoE&#039;s). Dahu will later complicate matters by preparing a &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, putting players at risk of being knocked back into upcoming point-blank AoE&#039;s from adds, so make sure you are knocked back into a safe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039; - causes Dahu to turn in a random direction and hunker down. After a brief delay, the devious dino will lunge in the chosen direction towards the outer wall. Any players caught in Dahu&#039;s charge path will be unceremoniously knocked back and suffer moderate damage. Bear in mind that &#039;&#039;&#039;Hot Charge&#039;&#039;&#039; does not come with a cast-bar or any visual indication other than the obvious turn-around and hunker animation - and may be used twice in a row - so be ready to duck out of the way each time. Additionally, Dahu will follow up with &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - the large cone AoE targeted at a random player that covers a hefty portion of the arena - thus all participants must be ready to move out of the way yet again once Dahu has ceased charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Rocks&#039;&#039;&#039; - causes moderate circle-AoE&#039;s to spawn beneath random players, indicating where large rocks will plummet into the arena from the ceiling.&lt;br /&gt;
&lt;br /&gt;
Given Dahu&#039;s low health pool compared to other bosses, a well-prepared group will typically topple the devious dino before a full mechanic loop. Should the fight happen to go on longer for any reason, Dahu will begin to repeat the same mechanics but with a much greater overlap - but nothing new that you haven&#039;t seen already.&lt;br /&gt;
&lt;br /&gt;
With Dahu out of the way, the group can make way towards the third boss.&lt;br /&gt;
&lt;br /&gt;
==Boss: Queen&#039;s Guard==&lt;br /&gt;
&lt;br /&gt;
Players are treated to the sight of four mechanical enemies standing within a circular arena - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - all of which have their very own mechanics and provide a veritable gauntlet-mode for the raid - starting with all four enemies being fought at once until they begin to reach about 80% health, causing them to briefly retreat until only the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; remains. From here, each enemy will be fought on its own. Should the raid survive the gauntlet against all four units, the raid will need to bypass a DPS check to secure victory.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that the edge of the arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039; shortly after the battle commences and that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and a special mechanic that serves as their main threat to the raid.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;), the gunner-unit will frequently summon numerous turrets into the arena, each of which has an obvious indicator displaying the direction the turret is facing. Once turrets have been fully deployed, the gunner-unit will eventually shoot straight-line AoE&#039;s towards turrets, which the turrets will deflect in the indicated direction(s). In most cases, all but one turret will be facing another so that the initial shot bounces between multiple turrets before shooting out of the arena.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the warrior-unit will deploy a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will simultaneously be launched into the air soon after. The trick is to stand close to a &#039;&#039;&#039;large&#039;&#039;&#039; bomb so that gravity will cause them to drop before they explode, whilst players will still be held high up in the air out of range of the explosion. Meanwhile, all smaller bombs will explode in the air, damaging any player who stood near one before being launched.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; will complicate the process later on by &#039;&#039;&#039;reversing&#039;&#039;&#039; the weights of bombs - indicated by it visually tethering itself to the bombs via noticeable pink lines. When you see this, players must do the opposite - stand by smaller bombs so that they fall before exploding. You will know when everything is about to be launched thanks to the presence of upward-pointing arrow markers, so keep an eye on the weights and be sure to stand next to whatever is heaviest.&lt;br /&gt;
&lt;br /&gt;
In Savage mode - and possibly normal mode if it takes too long the defeat the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - the mini-boss may swap the weight of players (instead of bombs). In such a case, players would need to position themselves so that they fall before a lighter bomb does.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, similar to that of the playable Paladin class. Throughout the fight, the knight-unit will cast &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, which creates a specific mechanic depending on which stance the unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight-unit&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the soldier-unit will deploy four non-targetable soldier-adds around the arena at various intervals, then temporarily tether itself to two of them. Soon after, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. As such, all players will need to identify the &#039;&#039;&#039;untethered&#039;&#039;&#039; adds and stand beside them (inside their point-blank AoE telegraph, which won&#039;t go off).&lt;br /&gt;
&lt;br /&gt;
Later in the fight, all adds will shift positions by leaping around the arena multiple times after the tethering process, forcing the raid to memorize the previously non-tethered adds and monitor their movements. Once the adds have stopped leaping around, players will then have to move to a non-tethered add just like before.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Any player who incorrectly hits an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; from a wrong side will receive light damage, be temporarily &#039;&#039;&#039;Stunned&#039;&#039;&#039;, and receive a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, which will lead to a &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if any player acquires two stacks within 2 minutes. Additionally, the presence of &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; means that any player who attempts an AoE-based Limit Break to hit multiple wards will most likely inflict multiple stacks of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; upon themselves, leading to a guaranteed death via &#039;&#039;&#039;Doom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed and the Queen&#039;s Guard are defeated, the raid can move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Unlike all previous encounters, your next boss-fight involves a rectangular arena with very obvious &#039;lane lines&#039; running vertically through it which can be used as a visual aid during future mechanics. As far as appearance goes, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; is reminiscent of &#039;&#039;&#039;Nybeth Obdilord&#039;&#039;&#039; from [[Palace of the Dead]], a floating robed figure with a crooked caster-cane in hand, eager to bombard the raid with devious spells.&lt;br /&gt;
&lt;br /&gt;
Shortly after the fight begins, the northern and southern segments of the arena will be covered with purple &#039;&#039;&#039;Death Walls&#039;&#039;&#039;, so avoid touching them at all costs. Aside from a basic tank-buster, as well as a basic raid-wide AoE (&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;), there are only two sets of overlapping mechanics players should be mindful of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - a set of mechanics that will continuously increase in volume with each cast, starting with a large donut AoE at the north side of the room with a motion indicator pointing to the south, indicating that the donut AoE will repeatedly detonate whilst moving to the south of the arena. Simultaneously, one &#039;lane&#039; of the arena will become unsafe, forcing the raid to avoid that lane throughout the ordeal. As a result, players will need to stand within a donut AoE and move with it from north to south until it dissipates.&lt;br /&gt;
&lt;br /&gt;
Later on, the raid will need to contend with two moving donut AoE&#039;s as well as two unsafe lanes simultaneously. For the most part, simply stand within a doughnut and move with it, as the unsafe lanes simply serve as a way of dividing the arena rather than complicating the donut mechanic. Also, smaller circles on the floor can be used as a reference for where the centre of each donut-AoE will be after each movement. Lastly, &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; will eventually overlap with &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; - causes an apparition to spawn at the south of the arena that will eventually knock all participants towards the northern side. The distance of the knockback is just short of 50% of the arena from top to bottom, so make sure you are standing far enough to the south the avoid being knocked into the northern &#039;&#039;&#039;Death Wall&#039;&#039;&#039;. Shortly after the very first knockback of the fight, the Bozjan Phantom will aim a very large cone-AoE (&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;) towards a random player, forcing everyone to retreat towards the south to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
Later in the battle, &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;, forcing the raid to get knocked into a donut-AoE before it starts travelling through the arena, so if this is your first time battling the Bozjan Phantom, be sure to get a good idea of the knockback distance during the initial cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockbacks during the duty.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Variations of the above two combinations will loop until the Bozjan Phantom has been put to rest, allowing the raid to move on towards the second-last boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Players are in for a heated battle against a cold and collected enemy - a light joke about how the entire battle centres around players utilizing hot and cold mechanics to balance their temperature. Furthermore, just like the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will also employ different weapons throughout the fight that signifies upcoming mechanics. Later on, players can be heated or cooled when hit by fire or ice mechanics and will be forced to use this to acquire a neutral temperature as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Shortly after battle commences, the outer ring of the square-shaped and heavily patterned arena will become a death wall, so avoid it at all costs. Also, various square-shaped patterns on the floor can be used as visual indicators for upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave that will deal heavy damage to anyone in its path, indicated by a noticeable red marker on the primary target. Once activated, a huge cone-cleave will be emitted from the boss in the direction of the marked target that will travel right to the end of the arena, so make sure you are not standing beside or behind the victim and ensure the boss is kept facing away from the bulk of the raid whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously aim a straight-line AoE through the arena in the direction they are facing. For visual reference, the lane-like AoE&#039;s are the same width as the squares on the ground, and players will have just enough time to identify which squares are safe before the clones shoot down their lanes.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, so be ready to react once you identify which weapon is being equipped.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena, leaving a safe spot directly behind the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location, forcing everyone to retreat.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss to safely react to weapon-based mechanics whenever possible.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
At various intervals, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will cast &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, causing all players to be assigned a temperature level that must be handled throughout the battle. For visual reference, a marker above your head will occasionally display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. All players will also acquire a debuff (&#039;&#039;&#039;Intemperate&#039;&#039;&#039;) that will kill any player with an uneven temperature once it expires.&lt;br /&gt;
&lt;br /&gt;
Naturally, the goal is to keep your temperature in a neutral position by any means possible before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics will typically display a thermometer-marker to indicate how hot or cold the mechanic is. If you fail to normalize your temperature in time, you will suffer an unavoidable death.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location that leaves a small safe spot in the centre. Being hit by an AoE from one of the elements will inflict damage and (initially) inflict +1 square of temperature (element dependent). For example, if you have &#039;&#039;&#039;+1 Heat&#039;&#039;&#039;, you should intentionally stand in a point-blank AoE from an &#039;&#039;&#039;Ice Orb&#039;&#039;&#039; to be hit by &#039;&#039;&#039;+1 Cold&#039;&#039;&#039; to neutralize your temperature or vice versa.&lt;br /&gt;
&lt;br /&gt;
Initially, player temperatures will typically be set to +1 hot or +1 cold, with all orbs inflicting +1 of their respective element. As the fight progresses and the mechanic begins to loop, the temperature of the orbs (and players) will be a mix between +1 and +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; - covers the majority of the arena if a wreath of lethal flames that will kill any player who touches it, leaving only a safe horizontal strip to stand in near the southern part of the arena. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; at the northern side. After the &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; at the end of the arena spawn, the pathways they are connected to will begin to flash multiple times, indicating all possible paths the arrows could take through the veritable maze. Bear in mind that all paths lead to a square within the safe portion of the arena, and their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right branch path while travelling.&lt;br /&gt;
&lt;br /&gt;
Once they reach the safe area, the square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; based damage (+1) to any player standing within the square. As a result, players looking to normalize their temperature by being hit by an opposite element will need to identify where the element will land and stand on the relevant square, whilst those with a neutral temperature will need to avoid being hit by either element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blades of Entropy&#039;&#039;&#039; - causes the boss to unleash four consecutive slashes to its left or right (covering half of the arena) one after the other - the direction of each slash being dictated by the side of the boss the sword is held in. For example, it may hold up a flaming sword in its right hand (indicating a flaming slash to its right side), followed by holding up an ice sword to its left (indicating a leftward swipe of ice), repeating until the boss has swiped four times in a row. The temperature of each swipe will be indicated by the thermometer-like marker above the bosses head. For example, it may hold up a left-fire sword (indicating a left-fire swipe) with the marker showing two squares of heat, meaning it can inflict +2 &#039;&#039;&#039;Heat&#039;&#039;&#039; to any players hit.&lt;br /&gt;
&lt;br /&gt;
To normalize your temperature, players will want to be hit by the opposite element of the same temperature. For example, if you have +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; squares, you will need to intentionally be slashed by a +2 &#039;&#039;&#039;Fire&#039;&#039;&#039; swipe to normalize. If you have +1 &#039;&#039;&#039;Cold&#039;&#039;&#039;, make sure you get slashed by the +1 &#039;&#039;&#039;Heat&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
Once Trinity Avowed has been defeated, it&#039;s time to take on the final boss of the duty - &#039;&#039;&#039;The Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
After all your trials and tribulations, players will now battle the queen in the same area as the previous boss, except this time, the arena will involve a circular &#039;&#039;&#039;Death-Wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out! To make matters worse, the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; will also populate the battle and use mechanics from the previous encounter.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide AoE, so be ready to shield and heal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a vicious tank-buster that also applies a very nasty &#039;&#039;&#039;Bleed&#039;&#039;&#039;, as well as a despicable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff which (thankfully) can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a moderate point-blank AoE will be dropped at the collision point. However, the lines themselves are safe to walk on (or through), so simply avoid any spot in the arena where any lines are about to meet each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that a particular side of the arena will also be slashed. If you see the boss teleporting to the side of the arena, make sure you are standing on whichever side she is not aiming her blade at before charging. Any players hit by the initial charge or the arena swipe will be heavily damaged and afflicted with a nasty (but dispellable) DoT.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save The Queen&#039;&#039;&#039; - a very vicious raid-wide AoE that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics (see below) and the eventual arrival of &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, which will be summoned into the fray and use mechanics from the previous boss battle later on.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - converts the arena into a literal chessboard that will soon be populated by two &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will order them to travel in the direction they are facing by a certain number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe. As such, players will need to identify where both pawns will land and quickly determine which lanes will be safe to stand in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - creates a numbered marker above a player&#039;s head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares &#039;&#039;&#039;away from the square they were originally standing on&#039;&#039;&#039;. After a delay, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn&#039;t move a sufficient amount of squares away from their starting point, they&#039;ll be in trouble.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; will be used simultaneously, causing two pawns to spawn within the arena that will move a set number of squares in the direction they are facing before firing straight-line AoE&#039;s down all non-diagonal lanes, with players simultaneously being forced to move a set number of squares beforehand. The challenge is to quickly identify squares that will not be shot by pawns and to land within their chosen safe square after travelling the number of squares they were assigned by the boss. Remember, after you&#039;ve been assigned a number, moving too many squares, too few squares, landing in a lane that will be shot by a pawn, or not moving a sufficient distance from the start-square, are all ill-advised.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Gods Save The Queen&#039;&#039;&#039; has been cast, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will eventually start casting &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;, which summons a combination of the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; to enter the arena and unleash their mechanical combos.&lt;br /&gt;
&lt;br /&gt;
Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039;. Much like the previous battle with the guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; will create special turrets that will ricochet the gunner-unit&#039;s straight-line AoE&#039;s. Meanwhile, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; will be dropping large and small bombs throughout the arena. After a delay, all players (and all bombs) will be launched into the air, forcing players to stand by the larger bombs so that gravity drops them before they explode. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will also cast &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - the &#039;&#039;knockback-line&#039;&#039;, forcing players to position themselves so that they are knocked back towards a heavier bomb before the warrior-unit launches everything into the air (without being knocked into the &#039;&#039;&#039;Death Wall&#039;&#039;&#039; in the process).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;. Just like earlier, the soldier-unit will deploy four non-targetable soldier-adds around the arena and tether itself to two of them. Afterwards, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs - but remember - only the adds that were previously tethered to the soldier-unit will execute their AoE attack. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will follow-up with &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - teleporting to the side of the arena and prepare to charge through the centre while slashing one half of the arena. After &#039;&#039;&#039;The Queen&#039;&#039;&#039; has finished her charge-attack, the knight-unit will begin to cast &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (tight donut-AoE), forcing the raid to move away from (or into) the knight-unit depending on which ability was chosen.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Gold Coin|1}}&lt;br /&gt;
{{Drops table row|Bozjan Silver Coin|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Avowed|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Seeker|1}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Early to Rise|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Gabriel Mark III Identification Key|1}}&lt;br /&gt;
{{Drops table row|Giving Chase (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Queen Awakens Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Sochen Cave Palace (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Gunner Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Knight Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Soldier Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Warrior Piece|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Beneath the wastes of Bozja Citadel lie the ruins of Queen Gunnhildr&#039;s kingdom. The temple at its heart, once a shining beacon of hope for Bozja, now remains forever shrouded in darkness. And it is there the Warrior of Light must lay the queen&#039;s legacy to rest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45 Features]] [[Category:Exploratory Missions]] [[Category:Shadowbringers]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=282656</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=282656"/>
		<updated>2021-04-27T13:51:15Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named [[A Seaside Story]].&lt;br /&gt;
&lt;br /&gt;
*Completed the [[Fit for a Queen]] quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Accrued at least 700,000 [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 48-player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff (&#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who eats specific mechanics (lasting about 2 minutes), converting into a fatal &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; has been reached, &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except &#039;&#039;&#039;Doom&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Seeing as the &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Seeker==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stygimoloch Warrior (Optional)==&lt;br /&gt;
&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; or &#039;&#039;&#039;Surecast&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely manoeuvring towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;, leaving only a cross-shaped area near the centre trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==Boss: Dahu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen&#039;s Guard==&lt;br /&gt;
&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;Surecast&#039;&#039;&#039; and &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;Lost Banish&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==Boss: Stygimoloch Lord==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; and &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious &#039;&#039;&#039;bleed&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty &#039;&#039;&#039;bleed&#039;&#039;&#039;, as well as a dispellable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;Esuna&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;provoke&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to pre-emptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45. Features]] [[Category:Shadowbringers]] [[Category:Exploratory Missions]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=282655</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=282655"/>
		<updated>2021-04-27T13:47:57Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named [[A Seaside Story]].&lt;br /&gt;
&lt;br /&gt;
*Completed the [[Fit for a Queen]] quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Accrued at least 700,000 [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 48-player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff (&#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who eats specific mechanics (lasting about 2 minutes), converting into a fatal &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; has been reached, &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except &#039;&#039;&#039;Doom&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Seeing as the &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Seeker==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stygimoloch Warrior (Optional)==&lt;br /&gt;
&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; or &#039;&#039;&#039;Surecast&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely manoeuvring towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;, leaving only a cross-shaped area near the centre trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==Boss: Dahu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen&#039;s Guard==&lt;br /&gt;
&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;Surecast&#039;&#039;&#039; and &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;Lost Banish&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==Boss: Stygimoloch Lord==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; and &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious &#039;&#039;&#039;bleed&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty &#039;&#039;&#039;bleed&#039;&#039;&#039;, as well as a dispellable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;Esuna&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;provoke&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to pre-emptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45. Features]] [[Category:Shadowbringers]] [[Category:Exploratory Missions]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=282652</id>
		<title>Delubrum Reginae</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=282652"/>
		<updated>2021-04-27T12:28:02Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 5.5, 5.4&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae (Savage)|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Complete the level 80 [[quest]] [[Fit for a Queen]]. You can start the quest by speaking to [[Bajsaljen]] in [[Gangos]] (X:6.5 Y:5.8). Players must complete the prerequisite quest [[A Sign of What&#039;s to Come]].&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level: 80&lt;br /&gt;
*Number of players: 24&lt;br /&gt;
*Time limit: 180 minutes&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae==&lt;br /&gt;
Players can enter Delubrum Reginae by speaking with [[Mikoto]] at [[the Lost Trace or Sjeros]] in [[Gangos]] (X:5.5 Y:5.4). Once registered, players will be matched together regardless of their job&#039;s role. To enter as a party or alliance, the party or alliance leader must be the one to speak with the aforementioned NPCs.&lt;br /&gt;
* Players are free to change areas after registering.&lt;br /&gt;
* When registering as an alliance, please note that alliances will be temporarily disbanded upon entering.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules and Features==&lt;br /&gt;
The following duty-specific rules and features will be applied upon entering Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
===Level Sync===&lt;br /&gt;
All equipment will be adjusted to item level 430. Furthermore, [[materia]] bonuses will be ignored, regardless of the item level of gear affixed with materia.&lt;br /&gt;
&lt;br /&gt;
===Party Composition===&lt;br /&gt;
Unlike other instanced duties, players may freely disband and reform parties while inside Delubrum Reginae.&lt;br /&gt;
* Please note that if you enter Delubrum Reginae as a member of a party, even if you leave it while within the duty, you will be returned to that party upon exiting the instance.&lt;br /&gt;
&lt;br /&gt;
===Countdowns, Field Markers, and Signs===&lt;br /&gt;
Unlike other instanced duties, the use of countdowns, field markers, and signs is shared among all players in the instance.&lt;br /&gt;
&lt;br /&gt;
===Lost Actions===&lt;br /&gt;
Any lost actions obtained on the [[Bozjan Southern Front]], or previously set as duty actions, will carry over into this duty. A lost finds cache and Resistance appraiser are also available at the start of the instance.&lt;br /&gt;
&lt;br /&gt;
While players cannot change jobs after entering this duty, lost actions may be used to help compensate for roles that may be absent from your party.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
[[File:Delubrum Reginae2.png|350px|right]]&lt;br /&gt;
Players may encounter traps while fighting their way through Delubrum Reginae. Traps are invisible and, when triggered, can deal large amounts of damage or afflict players with any number of debilitating effects. That said, there are certain lost actions that will allow one to detect traps before they are activated.&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
Players who are incapacitated during this duty will lose mettle. An additional penalty to mettle will be incurred when returning to the start of the instance or abandoning the duty without being raised.&lt;br /&gt;
* Resistance rank cannot go down from losing mettle.&lt;br /&gt;
&lt;br /&gt;
===Gear Effects===&lt;br /&gt;
The additional effects of Bozjan gear will also be applied in Delubrum Reginae.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Treasure coffers that appear in this instance yield separate rewards for each player. Be certain to open any you find as you fight your way through the ruins.&lt;br /&gt;
&lt;br /&gt;
==Boss Notes==&lt;br /&gt;
&lt;br /&gt;
Abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockback mechanics throughout the instance, so be sure to respect knockback mechanics as if you do not have those abilities equipped. Furthermore, any player who is hit by a mechanic (and survives) will acquire a stackable debuff called &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; that will last for just under 2 minutes. If a player with &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; is hit by another mechanic and survives (thus acquires a second stack), the debuff will be converted into &#039;&#039;&#039;Doom&#039;&#039;&#039;, leading to eventual and unavoidable death. As a result, avoiding mechanics is often a larger priority than maintaining uptime, especially if you wish to avoid losing &#039;&#039;&#039;Mettle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Seeker==&lt;br /&gt;
&lt;br /&gt;
The first boss within Delubrum Reginae is fought within a circular arena, complete with four &#039;&#039;&#039;barricades&#039;&#039;&#039; that serve as obstacles (which can be used to deal with &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; pushback mechanics), as well as a noticeable pattern of circles on the ground (like a dartboard) with a small circle in the centre. Like many bosses, the pattern on the ground can be used as a visual aid when dealing with specific mechanics. Furthermore, the outer ring of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the encounter begins, so be sure to avoid walking (or being pushed) into the outer ring once the battle commences, utilizing the above-mentioned &#039;&#039;&#039;barricades&#039;&#039;&#039; to prevent yourself being punted outside.&lt;br /&gt;
&lt;br /&gt;
The boss itself is reminiscent of &#039;&#039;&#039;Ravana&#039;&#039;&#039; from Heavensward - a large, four-armed monstrosity capable of wielding weapons in each hand. However, unlike Ravana, the Trinity Seeker will utilize different weapons and stances (after casting &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;), each of which will dictate upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics and abilities you should expect throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Generic Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Tempest&#039;&#039;&#039; - inflicts moderate raid-wide damage that cannot be avoided. Shield and heal as necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Path&#039;&#039;&#039; - causes the Trinity Seeker to swap to different weapons and fighting stance. Bear in mind that a specific mechanic will be unleashed (depending on the weapon chosen) as soon as the weapon-swap is complete. Below is a list of all stances and the mechanics related to each one.&lt;br /&gt;
&lt;br /&gt;
===(Merciful Air) Katana Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039; - the Trinity Seeker utilizes a katana in each hand (similar to Ravana), gaining access to &#039;&#039;&#039;Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;, and &#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;. Note that the battle commences with the boss already in this stance. However, if the boss swaps back to &#039;&#039;&#039;Merciful Air&#039;&#039;&#039; via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; from any other stance later in the battle, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039; will immediately be executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Act of Mercy&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to katanas from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the katanas are equipped, the Trinity Seeker will emit a thin cross-shaped AoE from its current location&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Mercy&#039;&#039;&#039; - the Trinity Seeker slowly begins to charge up all four katanas one after the other and prepares to use each one to cleave half of the arena (in the order that the swords were charged and in the direction each sword is facing). Be sure to keep an eye on the katanas as they are charging up so that you can pre-emptively avoid the onslaught. Once all four katanas have charged up, the Trinity Seeker will unleash each cleave via &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Seasons of Mercy&#039;&#039;&#039; - a flashy finisher of mini-mechanics that will not be executed until later in the battle. Once cast, the arena will fill with criss-cross AoE telegraphs with various safe-spots in-between that players must use to avoid damage. At the same time, a floating orb will utilize a &#039;&#039;&#039;gaze&#039;&#039;&#039; mechanic, forcing the raid to look away or suffer &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Lastly, a noticeably growing purple marker on the ground will continuously be expanding throughout the ordeal which all players must avoid (after weaving through the criss-cross AoE&#039;s and avoiding the gaze attack from the orb).&lt;br /&gt;
&lt;br /&gt;
===(Baleful Air) Great-sword Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Air&#039;&#039;&#039; - the Trinity Seeker employs two massive great-swords, gaining access to &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; and &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Swathe&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to great-swords from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the great-swords are equipped, the Trinity Seeker will emit two massive AoE&#039;s to its left and right, covering the entire arena, except for a thin safe-spot in the form of a straight line through the arena centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Burning Chains&#039;&#039;&#039; - causes random players to be tethered together via burning chains that can only be broken when sufficient distance between each player is generated (i.e., running away from each other). Bear in mind that &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; typically happens shortly before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, giving the raid only a small amount of time to safely break their chains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Phantom Edge&#039;&#039;&#039; - alters the property of an upcoming &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Blade&#039;&#039;&#039; - causes the Trinity Seeker to emit raid-wide damage in one of two possible forms depending on whether &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used first. If &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, then &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; is converted into a heavy-hitting &#039;&#039;&#039;knockback&#039;&#039;&#039;, requiring the raid to stand in front of a &#039;&#039;&#039;barricade&#039;&#039;&#039; to avoid being knocked out of the arena. However, if &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was &#039;&#039;&#039;NOT&#039;&#039;&#039; used beforehand, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; will inflict fatal damage that must be avoided by hiding &#039;&#039;behind&#039;&#039; a &#039;&#039;&#039;barricade&#039;&#039;&#039;, rather than in front of it.&lt;br /&gt;
&lt;br /&gt;
===(Iron Air) Bare-hand Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Air&#039;&#039;&#039; - the Trinity Seeker discards all weapons to fight barehanded, gaining access to &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;, &#039;&#039;&#039;Iron Splitter&#039;&#039;&#039; and &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Impact&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to fists from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once bare-handed, the Trinity Seeker will create a line-stack marker on a random player, forcing the group to stack along the line to help absorb damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Splitter&#039;&#039;&#039; - causes the Trinity Seeker to leap to a different point of the arena and noticeably plunge its fist into the ground, charging up one of the ring patterns on the ground. As mentioned earlier, the pattern on the arena floor is somewhat like a dart-board - composed of sandy yellow rings and metallic blue-grey rings. After a delay, all ring-patterns on the floor (the same colour as the one the boss is charging) will explode. As a result, all players must avoid standing on the same-colour pattern to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Dead Iron&#039;&#039;&#039; - causes the Trinity Seeker to apply &#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; markers onto three random targets. After a delay, the boss will emit non-telegraphed cone-AoE&#039;s through the marked players, damaging anyone in their path, then repeat the whole process once again. During &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;, all marked players should make sure to spread apart from each other (and the rest of the raid) so that they do not overlap their upcoming cone AoE&#039;s onto players.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Like most bosses, the Trinity Seeker will eventually enter a mechanical loop that involves a higher volume of combinations and overlap, though nothing you haven&#039;t witnessed already. The biggest challenge is to pre-emptively position yourself to avoid all the vicious AoE&#039;s, especially when they also involve &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, not to mention the 50/50 threat of &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;, forcing players to recognize when to stand in front of (or behind) barricades in response to &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Dahu==&lt;br /&gt;
&lt;br /&gt;
The second boss blocking your path is &#039;&#039;&#039;Dahu&#039;&#039;&#039; - a super version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - sporting very similar mechanics with a few twists. Despite essentially being a mini-boss (due to having extremely low health and far simpler mechanics compared to the other bosses), the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; (stackable debuff) can still prove fatal for any players who are hit by two mechanics within the space of two minutes, so be careful!&lt;br /&gt;
&lt;br /&gt;
Much like the previous boss, &#039;&#039;&#039;Dahu&#039;&#039;&#039; is encountered within a circular arena and will challenge players via directional abilities of varied ranges. However, some of Dahu&#039;s attacks have no cast-time or ground telegraphs, thus players should keep an eye on Dahu&#039;s animations to pre-emptively avoid certain attacks. As a rule of thumb, never stand in front of the boss unless you have to, especially if it turns in your direction.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Breath&#039;&#039;&#039; - a fiery tank-buster against Dahu&#039;s primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clawed Cleave&#039;&#039;&#039; - a non-telegraphed frontal cleave with no cast bar or ground indication, indicated solely by Dahu raising one of its claws in the air, much like Gowrow and various other dinosaur enemies from Heavensward. If you notice Dahu menacingly raising its claw for a swipe, quickly move to its flank or rear to avoid being slashed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;L/R-Sided Shockwave&#039;&#039;&#039; - Dahu raises a fist and pounds the ground to his left or right, emitting a semi-circle AoE in that direction which all players should avoid, quickly followed by a second smash to the opposite side of the first. For example, if Dahu smashes the left side, expect a smash to the right immediately afterwards, and vice versa. The AoE is about 1/4 the size of the arena, meaning ranged players can safely stand on the smashed side(s) provided they are far enough away. Melee players should be extra careful if they are attacking the boss from the sides to execute positionals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039; - Dahu unleashes a mighty roar, inflicting light but unavoidable AoE damage that will &#039;&#039;&#039;stagger&#039;&#039;&#039; all participants and knock them back to the outer wall of the arena. In a lot of cases, &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; will typically be followed by &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - causes Dahu to turn towards a random player and emit a large cone telegraph in their direction. After a brief delay, Dahu will unleash a swathe of flame over the marked area. All players will need to move out of the telegraph as quick as possible. Keep in mind that &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; will often (but not always) be used after &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; and &#039;&#039;&#039;Hot Charge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe&#039;&#039;&#039; - similar to the basic &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;, except this time, Dahu will rotate clockwise or counter-clockwise whilst unleashing a total of 5 &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; cone AoE&#039;s. A visual indicator before the attack will display which direction Dahu will rotate, so watch out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marchosias&#039;&#039;&#039; - causes untargetable adds to enter the fray which will utilize two different abilities - &#039;&#039;&#039;Head Down&#039;&#039;&#039; (line AoE&#039;s across the battlefield which the adds will charge through) followed by &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; (point-blank AoE&#039;s). Dahu will later complicate matters by preparing a &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, putting players at risk of being knocked back into upcoming point-blank AoE&#039;s from adds, so make sure you are knocked back into a safe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039; - causes Dahu to turn in a random direction and hunker down. After a brief delay, the devious dino will lunge in the chosen direction towards the outer wall. Any players caught in Dahu&#039;s charge-path will be unceremoniously knocked back and suffer moderate damage. Bear in mind that &#039;&#039;&#039;Hot Charge&#039;&#039;&#039; does not come with a cast-bar or any visual indication other than the obvious turn-around and hunker animation - and may be used twice in a row - so be ready to duck out of the way each time. Additionally, Dahu will follow-up with &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - the large cone AoE targeted at a random player that covers a hefty portion of the arena - thus all participants must be ready to move out of the way yet again once Dahu has ceased charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Rocks&#039;&#039;&#039; - causes moderate circle-AoE&#039;s to spawn beneath random players, indicating where large rocks will plummet into the arena from the ceiling.&lt;br /&gt;
&lt;br /&gt;
Given Dahu&#039;s low health-pool compared to other bosses, a well-prepared group will typically topple the devious dino before a full mechanic loop. Should the fight happen to go on longer for any reason, Dahu will begin to repeat the same mechanics but with a much greater overlap - but nothing new that you haven&#039;t seen already.&lt;br /&gt;
&lt;br /&gt;
With Dahu out of the way, the group can make way towards the third boss.&lt;br /&gt;
&lt;br /&gt;
==Boss: Queen&#039;s Guard==&lt;br /&gt;
&lt;br /&gt;
Players are treated to the sight of four mechanical enemies standing within a circular arena - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - all of which have their very own mechanics and provide a veritable gauntlet-mode for the raid - starting with all four enemies being fought at once until they begin to reach about 80% health, causing them to briefly retreat until only the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; remains. From here, each enemy will be fought on its own. Should the raid survive the gauntlet against all four units, the raid will need to bypass a DPS check to secure victory.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that the edge of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the battle commences and that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and a special mechanic that serves as their main threat to the raid.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;), the gunner-unit will frequently summon numerous turrets into the arena, each of which has an obvious indicator displaying the direction the turret is facing. Once turrets have been fully deployed, the gunner-unit will eventually shoot straight-line AoE&#039;s towards turrets, which the turrets will deflect in the indicated direction(s). In most cases, all but one turret will be facing another so that the initial shot bounces between multiple turrets before shooting out of the arena.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the warrior-unit will deploy a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe-zone will be available on the ground. However, all bombs (and participants) will simultaneously be launched into the air soon after. The trick is to stand close to a &#039;&#039;&#039;large&#039;&#039;&#039; bomb so that gravity will cause them to drop before they explode, whilst players will still be held high up in the air out of range of the explosion. Meanwhile, all smaller bombs will explode in the air, damaging any player who stood near one before being launched.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; will complicate the process later on by &#039;&#039;&#039;reversing&#039;&#039;&#039; the weights of bombs - indicated by it visually tethering itself to the bombs via noticeable pink lines. When you see this, players must do the opposite - stand by smaller bombs so that they fall before exploding. You will know when everything is about to be launched thanks to the presence of upward-pointing arrow markers, so keep an eye on the weights and be sure to stand next to whatever is heaviest.&lt;br /&gt;
&lt;br /&gt;
In Savage mode - and possibly normal mode if it takes too long the defeat the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - the mini-boss may swap the weight of players (instead of bombs). In such a case, players would need to position themselves so that they fall before a lighter bomb does.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, similar to that of the playable Paladin class. Throughout the fight, the knight-unit will cast &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, which creates a specific mechanic depending on which stance the unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight-unit&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the soldier-unit will deploy four non-targetable soldier-adds around the arena at various intervals, then temporarily tether itself to two of them. Soon after, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. As such, all players will need to identify the &#039;&#039;&#039;untethered&#039;&#039;&#039; adds and stand beside them (inside their point-blank AoE telegraph, which won&#039;t go off).&lt;br /&gt;
&lt;br /&gt;
Later in the fight, all adds will shift positions by leaping around the arena multiple times after the tethering process, forcing the raid to memorize the previously non-tethered adds and monitor their movements. Once the adds have stopped leaping around, players will then have to move to a non-tethered add just like before.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be effected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Any player who incorrectly hits an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; from a wrong side will receive light damage, be temporarily &#039;&#039;&#039;Stunned&#039;&#039;&#039;, and receive a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, which will lead to a &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if any player acquires two stacks within 2 minutes. Additionally, the presence of &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; means that any player who attempts an AoE-based Limit Break to hit multiple wards will most likely inflict multiple stacks of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; upon themselves, leading to a guaranteed death via &#039;&#039;&#039;Doom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed and the Queen&#039;s Guard are defeated, the raid can move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Unlike all previous encounters, your next boss-fight involves a rectangular arena with very obvious &#039;lane-lines&#039; running vertically through it which can be used as a visual aid during future mechanics. As far as appearance goes, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; is reminiscent of &#039;&#039;&#039;Nybeth Obdilord&#039;&#039;&#039; from [[Palace of the Dead]], a floating robed figure with a crooked caster-cane in hand, eager to bombard the raid with devious spells.&lt;br /&gt;
&lt;br /&gt;
Shortly after the fight begins, the northern and southern segments of the arena will be covered with purple &#039;&#039;&#039;Death Walls&#039;&#039;&#039;, so avoid touching them at all costs. Aside from a basic tank-buster, as well as a basic raid-wide AoE (&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;), there are only two sets of overlapping mechanics players should be mindful of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - a set of mechanics that will continuously increase in volume with each cast, starting with a large donut AoE at the north side of the room with a motion-indicator pointing to the south, indicating that the donut AoE will repeatedly detonate whilst moving to the south of the arena. Simultaneously, one &#039;lane&#039; of the arena will become unsafe, forcing the raid to avoid that lane throughout the ordeal. As a result, players will need to stand within a donut AoE and move with it from north to south until it dissipates.&lt;br /&gt;
&lt;br /&gt;
Later on, the raid will need to contend with two moving donut AoE&#039;s as well as two unsafe lanes simultaneously. For the most part, simply stand within a doughnut and move with it, as the unsafe lanes simply serve as a way of dividing the arena rather than complicating the donut mechanic. Also, smaller circles on the floor can be used as a reference for where the centre of each donut-AoE will be after each movement. Lastly, &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; will eventually overlap with &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; - causes an apparition to spawn at the south of the arena that will eventually knock all participants towards the northern side. The distance of the knockback is just short of 50% of the arena from top to bottom, so make sure you are standing far enough to the south the avoid being knocked into the northern &#039;&#039;&#039;Death Wall&#039;&#039;&#039;. Shortly after the very first knockback of the fight, the Bozjan Phantom will aim a very large cone-AoE (&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;) towards a random player, forcing everyone to retreat towards the south to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
Later in the battle, &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;, forcing the raid to get knocked into a donut-AoE before it starts travelling through the arena, so if this is your first time battling the Bozjan Phantom, be sure to get a good idea of the knockback distance during the initial cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockbacks during the duty.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Variations of the above two combinations will loop until the Bozjan Phantom has been put to rest, allowing the raid to move on towards the second-last boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Players are in for a heated battle against a cold and collected enemy - a light joke about how the entire battle centres around players utilizing hot and cold mechanics to balance their temperature. Furthermore, just like the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will also employ different weapons throughout the fight that signifies upcoming mechanics. Later on, players can be heated or cooled when hit by fire or ice mechanics and will be forced to use this to acquire a neutral temperature as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Shortly after battle commences, the outer ring of the square-shaped and heavily patterned arena will become a death-wall, so avoid it at all costs. Also, various square-shaped patterns on the floor can be used as visual indicators for upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave that will deal heavy damage to anyone in its path, indicated by a noticeable red marker on the primary target. Once activated, a huge cone-cleave will be emitted from the boss in the direction of the marked target that will travel right to the end of the arena, so make sure you are not standing beside or behind the victim and ensure the boss is kept facing away from the bulk of the raid whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously aim a straight-line AoE through the arena in the direction they are facing. For visual reference, the lane-like AoE&#039;s are the same width as the squares on the ground, and players will have just enough time to identify which squares are safe before the clones shoot down their lanes.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, so be ready to react once you identify which weapon is being equipped.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena, leaving a safe spot directly behind the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location, forcing everyone to retreat.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss to safely react to weapon-based mechanics whenever possible.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
At various intervals, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will cast &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, causing all players to be assigned a temperature level that must be handled throughout the battle. For visual reference, a marker above your head will occasionally display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. All players will also acquire a debuff (&#039;&#039;&#039;Intemperate&#039;&#039;&#039;) that will kill any player with an uneven temperature once it expires.&lt;br /&gt;
&lt;br /&gt;
Naturally, the goal is to keep your temperature in a neutral position by any means possible before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics will typically display their own thermometer-marker to indicate how hot or cold the mechanic is. If you fail to normalize your temperature in time, you will suffer an unavoidable death.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location that leaves a small safe-spot in the centre. Being hit by an AoE from one of the elements will inflict damage and (initially) inflict +1 square of temperature (element dependent). For example, if you have &#039;&#039;&#039;+1 Heat&#039;&#039;&#039;, you should intentionally stand in a point-blank AoE from an &#039;&#039;&#039;Ice Orb&#039;&#039;&#039; to be hit by &#039;&#039;&#039;+1 Cold&#039;&#039;&#039; to neutralize your temperature or vice versa.&lt;br /&gt;
&lt;br /&gt;
Initially, player temperatures will typically be set to +1 hot or +1 cold, with all orbs inflicting +1 of their respective element. As the fight progresses and the mechanic begins to loop, the temperature of the orbs (and players) will be a mix between +1 and +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; - covers the majority of the arena if a wreath of lethal flames that will kill any player who touches it, leaving only a safe horizontal strip to stand in near the southern part of the arena. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; at the northern side. After the &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; at the end of the arena spawn, the pathways they are connected to will begin to flash multiple times, indicating all possible paths the arrows could take through the veritable maze. Bear in mind that all paths lead to a square within the safe portion of the arena, and their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right branch-path while travelling.&lt;br /&gt;
&lt;br /&gt;
Once they reach the safe area, the square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; based damage (+1) to any player standing within the square. As a result, players looking to normalize their temperature by being hit by an opposite element will need to identify where the element will land and stand on the relevant square, whilst those with a neutral temperature will need to avoid being hit by either element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blades of Entropy&#039;&#039;&#039; - causes the boss to unleash four consecutive slashes to its left or right (covering half of the arena) one after the other - the direction of each slash being dictated by the side of the boss the sword is held in. For example, it may hold up a flaming sword in its right hand (indicating a flaming slash to its right side), followed by holding up an ice sword to its left (indicating a leftward swipe of ice), repeating until the boss has swiped four times in a row. The temperature of each swipe will be indicated by the thermometer-like marker above the bosses head. For example, it may hold up a left-fire sword (indicating a left-fire swipe) with the marker showing two-squares of heat, meaning it can inflict +2 &#039;&#039;&#039;Heat&#039;&#039;&#039; to any players hit.&lt;br /&gt;
&lt;br /&gt;
To normalize your temperature, players will want to be hit by the opposite element of the same temperature. For example, if you have +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; squares, you will need to intentionally be slashed by a +2 &#039;&#039;&#039;Fire&#039;&#039;&#039; swipe to normalize. If you have +1 &#039;&#039;&#039;Cold&#039;&#039;&#039;, make sure you get slashed by the +1 &#039;&#039;&#039;Heat&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
Once Trinity Avowed has been defeated, it&#039;s time to take on the final boss of the duty - &#039;&#039;&#039;The Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
After all your trials and tribulations, players will now battle the queen in the same area as the previous boss, except this time, the arena will involve a circular &#039;&#039;&#039;Death-Wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out! To make matters worse, the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; will also populate the battle and use mechanics from the previous encounter.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide AoE, so be ready to shield and heal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a vicious tank-buster that also applies a very nasty &#039;&#039;&#039;Bleed&#039;&#039;&#039;, as well as a despicable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff which (thankfully) can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a moderate point-blank AoE will be dropped at the collision point. However, the lines themselves are safe to walk on (or through), so simply avoid any spot in the arena where any lines are about to meet each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death-wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that particular side of the arena will also be slashed. If you see the boss teleporting to the side of the arena, make sure you are standing on whichever side she is not aiming her blade at before charging. Any players hit by the initial charge or the arena swipe will be heavily damaged and afflicted with a nasty (but dispellable) DoT.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save The Queen&#039;&#039;&#039; - a very vicious raid-wide AoE that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics (see below) and the eventual arrival of &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, which will be summoned into the fray and use mechanics from the previous boss battle later on.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - converts the arena into a literal chessboard that will soon be populated by two &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will order them to travel in the direction they are facing by a number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe. As such, players will need to identify where both pawns will land and quickly determine which lanes will be safe to stand in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - creates a numbered marker above a player&#039;s head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares &#039;&#039;&#039;away from the square they were originally standing on&#039;&#039;&#039;. After a delay, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn&#039;t move a sufficient amount of squares away from their starting point, they&#039;ll be in trouble.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; will be used simultaneously, causing two pawns to spawn within the arena that will move a set number of squares in the direction they are facing before firing straight-line AoE&#039;s down all non-diagonal lanes, with players simultaneously being forced to move a set number of squares beforehand. The challenge is to quickly identify squares that will not be shot by pawns and to land within their chosen safe-square after travelling the number of squares they were assigned by the boss. Remember, after you&#039;ve been assigned a number, moving too many squares, too few squares, landing in a lane that will be shot by a pawn, or not moving a sufficient distance from the start-square, are all ill-advised.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Gods Save The Queen&#039;&#039;&#039; has been cast, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will eventually start casting &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;, which summons a combination of the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; to enter the arena and unleash their own mechanical combos.&lt;br /&gt;
&lt;br /&gt;
Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039;. Much like the previous battle with the guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; will create special turrets that will ricochet the gunner-unit&#039;s straight-line AoE&#039;s. Meanwhile, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; will be dropping large and small bombs throughout the arena. After a delay, all players (and all bombs) will be launched into the air, forcing players to stand by the larger bombs so that gravity drops them before they explode. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will also cast &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - the &#039;&#039;knockback-line&#039;&#039;, forcing players to position themselves so that they are knocked back towards a heavier bomb before the warrior-unit launches everything into the air (without being knocked into the &#039;&#039;&#039;Death Wall&#039;&#039;&#039; in the process).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;. Just like earlier, the soldier-unit will deploy four non-targetable soldier-adds around the arena and tether itself to two of them. Afterwards, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs - but remember - only the adds that were previously tethered to the soldier-unit will execute their AoE attack. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will follow-up with &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - teleporting to the side of the arena and prepare to charge through the centre while slashing one half of the arena. After &#039;&#039;&#039;The Queen&#039;&#039;&#039; has finished her charge-attack, the knight-unit will begin to cast &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (tight donut-AoE), forcing the raid to move away from (or into) the knight-unit depending on which ability was chosen.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Gold Coin|1}}&lt;br /&gt;
{{Drops table row|Bozjan Silver Coin|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Avowed|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Seeker|1}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Early to Rise|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Gabriel Mark III Identification Key|1}}&lt;br /&gt;
{{Drops table row|Giving Chase (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Queen Awakens Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Sochen Cave Palace (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Gunner Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Knight Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Soldier Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Warrior Piece|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Beneath the wastes of Bozja Citadel lie the ruins of Queen Gunnhildr&#039;s kingdom. The temple at its heart, once a shining beacon of hope for Bozja, now remains forever shrouded in darkness. And it is there the Warrior of Light must lay the queen&#039;s legacy to rest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45 Features]] [[Category:Exploratory Missions]] [[Category:Shadowbringers]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=282181</id>
		<title>Delubrum Reginae</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=282181"/>
		<updated>2021-04-21T07:43:14Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 5.5, 5.4&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae (Savage)|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Complete the level 80 [[quest]] [[Fit for a Queen]]. You can start the quest by speaking to [[Bajsaljen]] in [[Gangos]] (X:6.5 Y:5.8). Players must complete the prerequisite quest [[A Sign of What&#039;s to Come]].&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level: 80&lt;br /&gt;
*Number of players: 24&lt;br /&gt;
*Time limit: 180 minutes&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae==&lt;br /&gt;
Players can enter Delubrum Reginae by speaking with [[Mikoto]] at [[the Lost Trace or Sjeros]] in [[Gangos]] (X:5.5 Y:5.4). Once registered, players will be matched together regardless of their job&#039;s role. To enter as a party or alliance, the party or alliance leader must be the one to speak with the aforementioned NPCs.&lt;br /&gt;
* Players are free to change areas after registering.&lt;br /&gt;
* When registering as an alliance, please note that alliances will be temporarily disbanded upon entering.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules and Features==&lt;br /&gt;
The following duty-specific rules and features will be applied upon entering Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
===Level Sync===&lt;br /&gt;
All equipment will be adjusted to item level 430. Furthermore, [[materia]] bonuses will be ignored, regardless of the item level of gear affixed with materia.&lt;br /&gt;
&lt;br /&gt;
===Party Composition===&lt;br /&gt;
Unlike other instanced duties, players may freely disband and reform parties while inside Delubrum Reginae.&lt;br /&gt;
* Please note that if you enter Delubrum Reginae as a member of a party, even if you leave it while within the duty, you will be returned to that party upon exiting the instance.&lt;br /&gt;
&lt;br /&gt;
===Countdowns, Field Markers, and Signs===&lt;br /&gt;
Unlike other instanced duties, the use of countdowns, field markers, and signs is shared among all players in the instance.&lt;br /&gt;
&lt;br /&gt;
===Lost Actions===&lt;br /&gt;
Any lost actions obtained on the [[Bozjan Southern Front]], or previously set as duty actions, will carry over into this duty. A lost finds cache and Resistance appraiser are also available at the start of the instance.&lt;br /&gt;
&lt;br /&gt;
While players cannot change jobs after entering this duty, lost actions may be used to help compensate for roles that may be absent from your party.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
[[File:Delubrum Reginae2.png|350px|right]]&lt;br /&gt;
Players may encounter traps while fighting their way through Delubrum Reginae. Traps are invisible and, when triggered, can deal large amounts of damage or afflict players with any number of debilitating effects. That said, there are certain lost actions that will allow one to detect traps before they are activated.&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
Players who are incapacitated during this duty will lose mettle. An additional penalty to mettle will be incurred when returning to the start of the instance or abandoning the duty without being raised.&lt;br /&gt;
* Resistance rank cannot go down from losing mettle.&lt;br /&gt;
&lt;br /&gt;
===Gear Effects===&lt;br /&gt;
The additional effects of Bozjan gear will also be applied in Delubrum Reginae.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Treasure coffers that appear in this instance yield separate rewards for each player. Be certain to open any you find as you fight your way through the ruins.&lt;br /&gt;
&lt;br /&gt;
==Boss Notes==&lt;br /&gt;
&lt;br /&gt;
Abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockback mechanics throughout the instance, so be sure to respect knockback mechanics as if you do not have those abilities equipped. Furthermore, any player who is hit by a mechanic (and survives) will acquire a stackable debuff called &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; that will last for just under 2 minutes. If a player with &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; is hit by another mechanic and survives (thus acquires a second stack), the debuff will be converted into &#039;&#039;&#039;Doom&#039;&#039;&#039;, leading to eventual and unavoidable death. As a result, avoiding mechanics is often a larger priority than maintaining uptime, especially if you wish to avoid losing &#039;&#039;&#039;Mettle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Seeker==&lt;br /&gt;
&lt;br /&gt;
The first boss within Delubrum Reginae is fought within a circular arena, complete with four &#039;&#039;&#039;barricades&#039;&#039;&#039; that serve as obstacles (which can be used to deal with &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; pushback mechanics), as well as a noticeable pattern of circles on the ground (like a dartboard) with a small circle in the centre. Like many bosses, the pattern on the ground can be used as a visual aid when dealing with specific mechanics. Furthermore, the outer ring of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the encounter begins, so be sure to avoid walking (or being pushed) into the outer ring once the battle commences, utilizing the above-mentioned &#039;&#039;&#039;barricades&#039;&#039;&#039; to prevent yourself being punted outside.&lt;br /&gt;
&lt;br /&gt;
The boss itself is reminiscent of &#039;&#039;&#039;Ravana&#039;&#039;&#039; from Heavensward - a large, four-armed monstrosity capable of wielding weapons in each hand. However, unlike Ravana, the Trinity Seeker will utilize different weapons and stances (after casting &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;), each of which will dictate upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics and abilities you should expect throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Generic Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Tempest&#039;&#039;&#039; - inflicts moderate raid-wide damage that cannot be avoided. Shield and heal as necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Path&#039;&#039;&#039; - causes the Trinity Seeker to swap to different weapons and fighting stance. Bear in mind that a specific mechanic will be unleashed (depending on the weapon chosen) as soon as the weapon-swap is complete. Below is a list of all stances and the mechanics related to each one.&lt;br /&gt;
&lt;br /&gt;
===(Merciful Air) Katana Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039; - the Trinity Seeker utilizes a katana in each hand (similar to Ravana), gaining access to &#039;&#039;&#039;Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;, and &#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;. Note that the battle commences with the boss already in this stance. However, if the boss swaps back to &#039;&#039;&#039;Merciful Air&#039;&#039;&#039; via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; from any other stance later in the battle, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039; will immediately be executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Act of Mercy&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to katanas from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the katanas are equipped, the Trinity Seeker will emit a thin cross-shaped AoE from its current location&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Mercy&#039;&#039;&#039; - the Trinity Seeker slowly begins to charge up all four katanas one after the other and prepares to use each one to cleave half of the arena (in the order that the swords were charged and in the direction each sword is facing). Be sure to keep an eye on the katanas as they are charging up so that you can pre-emptively avoid the onslaught. Once all four katanas have charged up, the Trinity Seeker will unleash each cleave via &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Seasons of Mercy&#039;&#039;&#039; - a flashy finisher of mini-mechanics that will not be executed until later in the battle. Once cast, the arena will fill with criss-cross AoE telegraphs with various safe-spots in-between that players must use to avoid damage. At the same time, a floating orb will utilize a &#039;&#039;&#039;gaze&#039;&#039;&#039; mechanic, forcing the raid to look away or suffer &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Lastly, a noticeably growing purple marker on the ground will continuously be expanding throughout the ordeal which all players must avoid (after weaving through the criss-cross AoE&#039;s and avoiding the gaze attack from the orb).&lt;br /&gt;
&lt;br /&gt;
===(Baleful Air) Great-sword Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Air&#039;&#039;&#039; - the Trinity Seeker employs two massive great-swords, gaining access to &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; and &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Swathe&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to great-swords from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the great-swords are equipped, the Trinity Seeker will emit two massive AoE&#039;s to its left and right, covering the entire arena, except for a thin safe-spot in the form of a straight line through the arena centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Burning Chains&#039;&#039;&#039; - causes random players to be tethered together via burning chains that can only be broken when sufficient distance between each player is generated (i.e., running away from each other). Bear in mind that &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; typically happens shortly before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, giving the raid only a small amount of time to safely break their chains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Phantom Edge&#039;&#039;&#039; - alters the property of an upcoming &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Blade&#039;&#039;&#039; - causes the Trinity Seeker to emit raid-wide damage in one of two possible forms depending on whether &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used first. If &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, then &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; is converted into a heavy-hitting &#039;&#039;&#039;knockback&#039;&#039;&#039;, requiring the raid to stand in front of a &#039;&#039;&#039;barricade&#039;&#039;&#039; to avoid being knocked out of the arena. However, if &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was &#039;&#039;&#039;NOT&#039;&#039;&#039; used beforehand, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; will inflict fatal damage that must be avoided by hiding &#039;&#039;behind&#039;&#039; a &#039;&#039;&#039;barricade&#039;&#039;&#039;, rather than in front of it.&lt;br /&gt;
&lt;br /&gt;
===(Iron Air) Bare-hand Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Air&#039;&#039;&#039; - the Trinity Seeker discards all weapons to fight barehanded, gaining access to &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;, &#039;&#039;&#039;Iron Splitter&#039;&#039;&#039; and &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Impact&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to fists from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once bare-handed, the Trinity Seeker will create a line-stack marker on a random player, forcing the group to stack along the line to help absorb damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Splitter&#039;&#039;&#039; - causes the Trinity Seeker to leap to a different point of the arena and noticeably plunge its fist into the ground, charging up one of the ring patterns on the ground. As mentioned earlier, the pattern on the arena floor is somewhat like a dart-board - composed of sandy yellow rings and metallic blue-grey rings. After a delay, all ring-patterns on the floor (the same colour as the one the boss is charging) will explode. As a result, all players must avoid standing on the same-colour pattern to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Dead Iron&#039;&#039;&#039; - causes the Trinity Seeker to apply &#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; markers onto three random targets. After a delay, the boss will emit non-telegraphed cone-AoE&#039;s through the marked players, damaging anyone in their path, then repeat the whole process once again. During &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;, all marked players should make sure to spread apart from each other (and the rest of the raid) so that they do not overlap their upcoming cone AoE&#039;s onto players.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Like most bosses, the Trinity Seeker will eventually enter a mechanical loop that involves a higher volume of combinations and overlap, though nothing you haven&#039;t witnessed already. The biggest challenge is to pre-emptively position yourself to avoid all the vicious AoE&#039;s, especially when they also involve &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, not to mention the 50/50 threat of &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;, forcing players to recognize when to stand in front of (or behind) barricades in response to &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Dahu==&lt;br /&gt;
&lt;br /&gt;
The second boss blocking your path is &#039;&#039;&#039;Dahu&#039;&#039;&#039; - a super version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - sporting very similar mechanics with a few twists. Despite essentially being a mini-boss (due to having extremely low health and far simpler mechanics compared to the other bosses), the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; (stackable debuff) can still prove fatal for any players who are hit by two mechanics within the space of two minutes, so be careful!&lt;br /&gt;
&lt;br /&gt;
Much like the previous boss, &#039;&#039;&#039;Dahu&#039;&#039;&#039; is encountered within a circular arena and will challenge players via directional abilities of varied ranges. However, some of Dahu&#039;s attacks have no cast-time or ground telegraphs, thus players should keep an eye on Dahu&#039;s animations to pre-emptively avoid certain attacks. As a rule of thumb, never stand in front of the boss unless you have to, especially if it turns in your direction.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Breath&#039;&#039;&#039; - a fiery tank-buster against Dahu&#039;s primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clawed Cleave&#039;&#039;&#039; - a non-telegraphed frontal cleave with no cast bar or ground indication, indicated solely by Dahu raising one of its claws in the air, much like Gowrow and various other dinosaur enemies from Heavensward. If you notice Dahu menacingly raising its claw for a swipe, quickly move to its flank or rear to avoid being slashed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;L/R-Sided Shockwave&#039;&#039;&#039; - Dahu raises a fist and pounds the ground to his left or right, emitting a semi-circle AoE in that direction which all players should avoid, quickly followed by a second smash to the opposite side of the first. For example, if Dahu smashes the left side, expect a smash to the right immediately afterwards, and vice versa. The AoE is about 1/4 the size of the arena, meaning ranged players can safely stand on the smashed side(s) provided they are far enough away. Melee players should be extra careful if they are attacking the boss from the sides to execute positionals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039; - Dahu unleashes a mighty roar, inflicting light but unavoidable AoE damage that will &#039;&#039;&#039;stagger&#039;&#039;&#039; all participants and knock them back to the outer wall of the arena. In a lot of cases, &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; will typically be followed by &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - causes Dahu to turn towards a random player and emit a large cone telegraph in their direction. After a brief delay, Dahu will unleash a swathe of flame over the marked area. All players will need to move out of the telegraph as quick as possible. Keep in mind that &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; will often (but not always) be used after &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; and &#039;&#039;&#039;Hot Charge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe&#039;&#039;&#039; - similar to the basic &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;, except this time, Dahu will rotate clockwise or counter-clockwise whilst unleashing a total of 5 &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; cone AoE&#039;s. A visual indicator before the attack will display which direction Dahu will rotate, so watch out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marchosias&#039;&#039;&#039; - causes untargetable adds to enter the fray which will utilize two different abilities - &#039;&#039;&#039;Head Down&#039;&#039;&#039; (line AoE&#039;s across the battlefield which the adds will charge through) followed by &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; (point-blank AoE&#039;s). Dahu will later complicate matters by preparing a &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, putting players at risk of being knocked back into upcoming point-blank AoE&#039;s from adds, so make sure you are knocked back into a safe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039; - causes Dahu to turn in a random direction and hunker down. After a brief delay, the devious dino will lunge in the chosen direction towards the outer wall. Any players caught in Dahu&#039;s charge-path will be unceremoniously knocked back and suffer moderate damage. Bear in mind that &#039;&#039;&#039;Hot Charge&#039;&#039;&#039; does not come with a cast-bar or any visual indication other than the obvious turn-around and hunker animation - and may be used twice in a row - so be ready to duck out of the way each time. Additionally, Dahu will follow-up with &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - the large cone AoE targeted at a random player that covers a hefty portion of the arena - thus all participants must be ready to move out of the way yet again once Dahu has ceased charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Rocks&#039;&#039;&#039; - causes moderate circle-AoE&#039;s to spawn beneath random players, indicating where large rocks will plummet into the arena from the ceiling.&lt;br /&gt;
&lt;br /&gt;
Given Dahu&#039;s low health-pool compared to other bosses, a well-prepared group will typically topple the devious dino before a full mechanic loop. Should the fight happen to go on longer for any reason, Dahu will begin to repeat the same mechanics but with a much greater overlap - but nothing new that you haven&#039;t seen already.&lt;br /&gt;
&lt;br /&gt;
With Dahu out of the way, the group can make way towards the third boss.&lt;br /&gt;
&lt;br /&gt;
==Boss: Queen&#039;s Guard==&lt;br /&gt;
&lt;br /&gt;
Players are treated to the sight of four mechanical enemies standing within a circular arena - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - all of which have their very own mechanics and provide a veritable gauntlet-mode for the raid - starting with all four enemies being fought at once until they begin to reach about 80% health, causing them to briefly retreat until only the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; remains. From here, each enemy will be fought on its own. Should the raid survive the gauntlet against all four units, the raid will need to bypass a DPS check to secure victory.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that the edge of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the battle commences and that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and a special mechanic that serves as their main threat to the raid.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;), the gunner-unit will frequently summon numerous turrets into the arena, each of which has an obvious indicator displaying the direction the turret is facing. Once turrets have been fully deployed, the gunner-unit will eventually shoot straight-line AoE&#039;s towards turrets, which the turrets will deflect in the indicated direction(s). In most cases, all but one turret will be facing another so that the initial shot bounces between multiple turrets before shooting out of the arena.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the warrior-unit will deploy a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe-zone will be available on the ground. However, all bombs (and participants) will simultaneously be launched into the air soon after. The trick is to stand close to a &#039;&#039;&#039;large&#039;&#039;&#039; bomb so that gravity will cause them to drop before they explode, whilst players will still be held high up in the air out of range of the explosion. Meanwhile, all smaller bombs will explode in the air, damaging any player who stood near one before being launched.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; will complicate the process later on by &#039;&#039;&#039;reversing&#039;&#039;&#039; the weights of bombs - indicated by it visually tethering itself to the bombs via noticeable pink lines. When you see this, players must do the opposite - stand by smaller bombs so that they fall before exploding. You will know when everything is about to be launched thanks to the presence of upward-pointing arrow markers, so keep an eye on the weights and be sure to stand next to whatever is heaviest.&lt;br /&gt;
&lt;br /&gt;
In Savage mode - and possibly normal mode if it takes too long the defeat the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - the mini-boss may swap the weight of players (instead of bombs). In such a case, players would need to position themselves so that they fall before a lighter bomb does.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, similar to that of the playable Paladin class. Throughout the fight, the knight-unit will cast &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, which creates a specific mechanic depending on which stance the unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight-unit&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the soldier-unit will deploy four non-targetable soldier-adds around the arena at various intervals, then temporarily tether itself to two of them. Soon after, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. As such, all players will need to identify the &#039;&#039;&#039;untethered&#039;&#039;&#039; adds and stand beside them (inside their point-blank AoE telegraph, which won&#039;t go off).&lt;br /&gt;
&lt;br /&gt;
Later in the fight, all adds will shift positions by leaping around the arena multiple times after the tethering process, forcing the raid to memorize the previously non-tethered adds and monitor their movements. Once the adds have stopped leaping around, players will then have to move to a non-tethered add just like before.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be effected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Any player who incorrectly hits an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; from a wrong side will receive light damage, be temporarily &#039;&#039;&#039;Stunned&#039;&#039;&#039;, and receive a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, which will lead to a &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if any player acquires two stacks within 2 minutes. Additionally, the presence of &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; means that any player who attempts an AoE-based Limit Break to hit multiple wards will most likely inflict multiple stacks of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; upon themselves, leading to a guaranteed death via &#039;&#039;&#039;Doom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed and the Queen&#039;s Guard are defeated, the raid can move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Unlike all previous encounters, your next boss-fight involves a rectangular arena with very obvious &#039;lane-lines&#039; running vertically through it which can be used as a visual aid during future mechanics. As far as appearance goes, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; is reminiscent of &#039;&#039;&#039;Nybeth Obdilord&#039;&#039;&#039; from [[Palace of the Dead]], a floating robed figure with a crooked caster-cane in hand, eager to bombard the raid with devious spells.&lt;br /&gt;
&lt;br /&gt;
Shortly after the fight begins, the northern and southern segments of the arena will be covered with purple &#039;&#039;&#039;Death Walls&#039;&#039;&#039;, so avoid touching them at all costs. Aside from a basic tank-buster, as well as a basic raid-wide AoE (&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;), there are only two sets of overlapping mechanics players should be mindful of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - a set of mechanics that will continuously increase in volume with each cast, starting with a large donut AoE at the north side of the room with a motion-indicator pointing to the south, indicating that the donut AoE will repeatedly detonate whilst moving to the south of the arena. Simultaneously, one &#039;lane&#039; of the arena will become unsafe, forcing the raid to avoid that lane throughout the ordeal. As a result, players will need to stand within a donut AoE and move with it from north to south until it dissipates.&lt;br /&gt;
&lt;br /&gt;
Later on, the raid will need to contend with two moving donut AoE&#039;s as well as two unsafe lanes simultaneously. For the most part, simply stand within a doughnut and move with it, as the unsafe lanes simply serve as a way of dividing the arena rather than complicating the donut mechanic. Also, smaller circles on the floor can be used as a reference for where the centre of each donut-AoE will be after each movement. Lastly, &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; will eventually overlap with &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; - causes an apparition to spawn at the south of the arena that will eventually knock all participants towards the northern side. The distance of the knockback is just short of 50% of the arena from top to bottom, so make sure you are standing far enough to the south the avoid being knocked into the northern &#039;&#039;&#039;Death Wall&#039;&#039;&#039;. Shortly after the very first knockback of the fight, the Bozjan Phantom will aim a very large cone-AoE (&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;) towards a random player, forcing everyone to retreat towards the south to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
Later in the battle, &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;, forcing the raid to get knocked into a donut-AoE before it starts travelling through the arena, so if this is your first time battling the Bozjan Phantom, be sure to get a good idea of the knockback distance during the initial cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockbacks during the duty.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Variations of the above two combinations will loop until the Bozjan Phantom has been put to rest, allowing the raid to move on towards the second-last boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Players are in for a heated battle against a cold and collected enemy - a light joke about how the entire battle centres around players utilizing hot and cold mechanics to balance their temperature. Furthermore, just like the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will also employ different weapons throughout the fight that signifies upcoming mechanics. Later on, players can be heated or cooled when hit by fire or ice mechanics and will be forced to use this to acquire a neutral temperature as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Shortly after battle commences, the outer ring of the square-shaped and heavily patterned arena will become a death-wall, so avoid it at all costs. Also, various square-shaped patterns on the floor can be used as visual indicators for upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave that will deal heavy damage to anyone in its path, indicated by a noticeable red marker on the primary target. Once activated, a huge cone-cleave will be emitted from the boss in the direction of the marked target that will travel right to the end of the arena, so make sure you are not standing beside or behind the victim and ensure the boss is kept facing away from the bulk of the raid whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously aim a straight-line AoE through the arena in the direction they are facing. For visual reference, the lane-like AoE&#039;s are the same width as the squares on the ground, and players will have just enough time to identify which squares are safe before the clones shoot down their lanes.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, so be ready to react once you identify which weapon is being equipped.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena, leaving a safe spot directly behind the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location, forcing everyone to retreat.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss to safely react to weapon-based mechanics whenever possible.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
At various intervals, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will cast &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, causing all players to be assigned a temperature level that must be handled throughout the battle. For visual reference, a marker above your head will occasionally display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. All players will also acquire a debuff (&#039;&#039;&#039;Intemperate&#039;&#039;&#039;) that will kill any player with an uneven temperature once it expires.&lt;br /&gt;
&lt;br /&gt;
Naturally, the goal is to keep your temperature in a neutral position by any means possible before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics will typically display their own thermometer-marker to indicate how hot or cold the mechanic is. If you fail to normalize your temperature in time, you will suffer an unavoidable death.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location that leaves a small safe-spot in the centre. Being hit by an AoE from one of the elements will inflict damage and (initially) inflict +1 square of temperature (element dependent). For example, if you have &#039;&#039;&#039;+1 Heat&#039;&#039;&#039;, you should intentionally stand in a point-blank AoE from an &#039;&#039;&#039;Ice Orb&#039;&#039;&#039; to be hit by &#039;&#039;&#039;+1 Cold&#039;&#039;&#039; to neutralize your temperature or vice versa.&lt;br /&gt;
&lt;br /&gt;
Initially, player temperatures will typically be set to +1 hot or +1 cold, with all orbs inflicting +1 of their respective element. As the fight progresses and the mechanic begins to loop, the temperature of the orbs (and players) will be a mix between +1 and +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; - covers the majority of the arena if a wreath of lethal flames that will kill any player who touches it, leaving only a safe horizontal strip to stand in near the southern part of the arena. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; at the northern side. After the &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; at the end of the arena spawn, the pathways they are connected to will begin to flash multiple times, indicating all possible paths the arrows could take through the veritable maze. Bear in mind that all paths lead to a square within the safe portion of the arena, and their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right branch-path while travelling.&lt;br /&gt;
&lt;br /&gt;
Once they reach the safe area, the square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; based damage (+1) to any player standing within the square. As a result, players looking to normalize their temperature by being hit by an opposite element will need to identify where the element will land and stand on the relevant square, whilst those with a neutral temperature will need to avoid being hit by either element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blades of Entropy&#039;&#039;&#039; - causes the boss to unleash four consecutive slashes to its left or right (covering half of the arena) one after the other - the direction of each slash being dictated by the side of the boss the sword is held in. For example, it may hold up a flaming sword in its right hand (indicating a flaming slash to its right side), followed by holding up an ice sword to its left (indicating a leftward swipe of ice), repeating until the boss has swiped four times in a row. The temperature of each swipe will be indicated by the thermometer-like marker above the bosses head. For example, it may hold up a left-fire sword (indicating a left-fire swipe) with the marker showing two-squares of heat, meaning it can inflict +2 &#039;&#039;&#039;Heat&#039;&#039;&#039; to any players hit.&lt;br /&gt;
&lt;br /&gt;
To normalize your temperature, players will want to be hit by the opposite element of the same temperature. For example, if you have +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; squares, you will need to intentionally be slashed by a +2 &#039;&#039;&#039;Fire&#039;&#039;&#039; swipe to normalize. If you have +1 &#039;&#039;&#039;Cold&#039;&#039;&#039;, make sure you get slashed by the +1 &#039;&#039;&#039;Heat&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
Once Trinity Avowed has been defeated, it&#039;s time to take on the final boss of the duty - &#039;&#039;&#039;The Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
After all your trials and tribulations, players will now battle the queen in the same area as the previous boss, except this time, the arena will involve a circular &#039;&#039;&#039;Death-Wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out! To make matters worse, the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; will also populate the battle and use mechanics from the previous encounter.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide AoE, so be ready to shield and heal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a vicious tank-buster that also applies a very nasty &#039;&#039;&#039;Bleed&#039;&#039;&#039;, as well as a despicable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff which (thankfully) can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a moderate point-blank AoE will be dropped at the collision point. However, the lines themselves are safe to walk on (or through), so simply avoid any spot in the arena where any lines are about to meet each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death-wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that particular side of the arena will also be slashed. If you see the boss teleporting to the side of the arena, make sure you are standing on whichever side she is not aiming her blade at before charging. Any players hit by the initial charge or the arena swipe will be heavily damaged and afflicted with a nasty (but dispellable) DoT.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;God Save The Queen&#039;&#039;&#039; - a very vicious raid-wide AoE that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics (see below) and the eventual arrival of &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, which will be summoned into the fray and use mechanics from the previous boss battle later on.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - converts the arena into a literal chessboard that will soon be populated by two &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will order them to travel in the direction they are facing by a number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe. As such, players will need to identify where both pawns will land and quickly determine which lanes will be safe to stand in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - creates a numbered marker above a player&#039;s head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares &#039;&#039;&#039;away from the square they were originally standing on&#039;&#039;&#039;. After a delay, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn&#039;t move a sufficient amount of squares away from their starting point, they&#039;ll be in trouble.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; will be used simultaneously, causing two pawns to spawn within the arena that will move a set number of squares in the direction they are facing before firing straight-line AoE&#039;s down all non-diagonal lanes, with players simultaneously being forced to move a set number of squares beforehand. The challenge is to quickly identify squares that will not be shot by pawns and to land within their chosen safe-square after travelling the number of squares they were assigned by the boss. Remember, after you&#039;ve been assigned a number, moving too many squares, too few squares, landing in a lane that will be shot by a pawn, or not moving a sufficient distance from the start-square, are all ill-advised.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;God Save The Queen&#039;&#039;&#039; has been cast, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will eventually start casting &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;, which summons a combination of the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; to enter the arena and unleash their own mechanical combos.&lt;br /&gt;
&lt;br /&gt;
Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039;. Much like the previous battle with the guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; will create special turrets that will ricochet the gunner-unit&#039;s straight-line AoE&#039;s. Meanwhile, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; will be dropping large and small bombs throughout the arena. After a delay, all players (and all bombs) will be launched into the air, forcing players to stand by the larger bombs so that gravity drops them before they explode. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will also cast &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - the &#039;&#039;knockback-line&#039;&#039;, forcing players to position themselves so that they are knocked back towards a heavier bomb before the warrior-unit launches everything into the air (without being knocked into the &#039;&#039;&#039;Death Wall&#039;&#039;&#039; in the process).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;. Just like earlier, the soldier-unit will deploy four non-targetable soldier-adds around the arena and tether itself to two of them. Afterwards, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs - but remember - only the adds that were previously tethered to the soldier-unit will execute their AoE attack. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will follow-up with &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - teleporting to the side of the arena and prepare to charge through the centre while slashing one half of the arena. After &#039;&#039;&#039;The Queen&#039;&#039;&#039; has finished her charge-attack, the knight-unit will begin to cast &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (tight donut-AoE), forcing the raid to move away from (or into) the knight-unit depending on which ability was chosen.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Gold Coin|1}}&lt;br /&gt;
{{Drops table row|Bozjan Silver Coin|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Avowed|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Seeker|1}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Early to Rise|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Gabriel Mark III Identification Key|1}}&lt;br /&gt;
{{Drops table row|Giving Chase (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Queen Awakens Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Sochen Cave Palace (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Gunner Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Knight Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Soldier Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Warrior Piece|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Beneath the wastes of Bozja Citadel lie the ruins of Queen Gunnhildr&#039;s kingdom. The temple at its heart, once a shining beacon of hope for Bozja, now remains forever shrouded in darkness. And it is there the Warrior of Light must lay the queen&#039;s legacy to rest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45 Features]] [[Category:Exploratory Missions]] [[Category:Shadowbringers]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=279364</id>
		<title>Delubrum Reginae</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=279364"/>
		<updated>2021-04-14T03:58:10Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 5.5, 5.4&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae (Savage)|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Complete the level 80 [[quest]] [[Fit for a Queen]]. You can start the quest by speaking to [[Bajsaljen]] in [[Gangos]] (X:6.5 Y:5.8). Players must complete the prerequisite quest [[A Sign of What&#039;s to Come]].&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level: 80&lt;br /&gt;
*Number of players: 24&lt;br /&gt;
*Time limit: 180 minutes&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae==&lt;br /&gt;
Players can enter Delubrum Reginae by speaking with [[Mikoto]] at [[the Lost Trace or Sjeros]] in [[Gangos]] (X:5.5 Y:5.4). Once registered, players will be matched together regardless of their job&#039;s role. To enter as a party or alliance, the party or alliance leader must be the one to speak with the aforementioned NPCs.&lt;br /&gt;
* Players are free to change areas after registering.&lt;br /&gt;
* When registering as an alliance, please note that alliances will be temporarily disbanded upon entering.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules and Features==&lt;br /&gt;
The following duty-specific rules and features will be applied upon entering Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
===Level Sync===&lt;br /&gt;
All equipment will be adjusted to item level 430. Furthermore, [[materia]] bonuses will be ignored, regardless of the item level of gear affixed with materia.&lt;br /&gt;
&lt;br /&gt;
===Party Composition===&lt;br /&gt;
Unlike other instanced duties, players may freely disband and reform parties while inside Delubrum Reginae.&lt;br /&gt;
* Please note that if you enter Delubrum Reginae as a member of a party, even if you leave it while within the duty, you will be returned to that party upon exiting the instance.&lt;br /&gt;
&lt;br /&gt;
===Countdowns, Field Markers, and Signs===&lt;br /&gt;
Unlike other instanced duties, the use of countdowns, field markers, and signs is shared among all players in the instance.&lt;br /&gt;
&lt;br /&gt;
===Lost Actions===&lt;br /&gt;
Any lost actions obtained on the [[Bozjan Southern Front]], or previously set as duty actions, will carry over into this duty. A lost finds cache and Resistance appraiser are also available at the start of the instance.&lt;br /&gt;
&lt;br /&gt;
While players cannot change jobs after entering this duty, lost actions may be used to help compensate for roles that may be absent from your party.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
[[File:Delubrum Reginae2.png|350px|right]]&lt;br /&gt;
Players may encounter traps while fighting their way through Delubrum Reginae. Traps are invisible and, when triggered, can deal large amounts of damage or afflict players with any number of debilitating effects. That said, there are certain lost actions that will allow one to detect traps before they are activated.&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
Players who are incapacitated during this duty will lose mettle. An additional penalty to mettle will be incurred when returning to the start of the instance or abandoning the duty without being raised.&lt;br /&gt;
* Resistance rank cannot go down from losing mettle.&lt;br /&gt;
&lt;br /&gt;
===Gear Effects===&lt;br /&gt;
The additional effects of Bozjan gear will also be applied in Delubrum Reginae.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Treasure coffers that appear in this instance yield separate rewards for each player. Be certain to open any you find as you fight your way through the ruins.&lt;br /&gt;
&lt;br /&gt;
==Boss Notes==&lt;br /&gt;
&lt;br /&gt;
Abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockback mechanics throughout the instance, so be sure to respect knockback mechanics as if you do not have those abilities equipped. Furthermore, any player who is hit by a mechanic (and survives) will acquire a stackable debuff called &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; that will last for just under 2 minutes. If a player with &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; is hit by another mechanic and survives (thus acquires a second stack), the debuff will be converted into &#039;&#039;&#039;Doom&#039;&#039;&#039;, leading to eventual and unavoidable death. As a result, avoiding mechanics is often a larger priority than maintaining uptime, especially if you wish to avoid losing &#039;&#039;&#039;Mettle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Seeker==&lt;br /&gt;
&lt;br /&gt;
The first boss within Delubrum Reginae is fought within a circular arena, complete with four &#039;&#039;&#039;barricades&#039;&#039;&#039; that serve as obstacles (which can be used to deal with &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; pushback mechanics), as well as a noticeable pattern of circles on the ground (like a dartboard) with a small circle in the centre. Like many bosses, the pattern on the ground can be used as a visual aid when dealing with specific mechanics. Furthermore, the outer ring of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the encounter begins, so be sure to avoid walking (or being pushed) into the outer ring once the battle commences, utilizing the above-mentioned &#039;&#039;&#039;barricades&#039;&#039;&#039; to prevent yourself being punted outside.&lt;br /&gt;
&lt;br /&gt;
The boss itself is reminiscent of &#039;&#039;&#039;Ravana&#039;&#039;&#039; from Heavensward - a large, four-armed monstrosity capable of wielding weapons in each hand. However, unlike Ravana, the Trinity Seeker will utilize different weapons and stances (after casting &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;), each of which will dictate upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics and abilities you should expect throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Generic Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Tempest&#039;&#039;&#039; - inflicts moderate raid-wide damage that cannot be avoided. Shield and heal as necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Generic) Verdant Path&#039;&#039;&#039; - causes the Trinity Seeker to swap to different weapons and fighting stance. Bear in mind that a specific mechanic will be unleashed (depending on the weapon chosen) as soon as the weapon-swap is complete. Below is a list of all stances and the mechanics related to each one.&lt;br /&gt;
&lt;br /&gt;
===(Merciful Air) Katana Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039; - the Trinity Seeker utilizes a katana in each hand (similar to Ravana), gaining access to &#039;&#039;&#039;Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;, and &#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;. Note that the battle commences with the boss already in this stance. However, if the boss swaps back to &#039;&#039;&#039;Merciful Air&#039;&#039;&#039; via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; from any other stance later in the battle, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039; will immediately be executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Act of Mercy&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to katanas from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the katanas are equipped, the Trinity Seeker will emit a thin cross-shaped AoE from its current location&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Mercy&#039;&#039;&#039; - the Trinity Seeker slowly begins to charge up all four katanas one after the other and prepares to use each one to cleave half of the arena (in the order that the swords were charged and in the direction each sword is facing). Be sure to keep an eye on the katanas as they are charging up so that you can pre-emptively avoid the onslaught. Once all four katanas have charged up, the Trinity Seeker will unleash each cleave via &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Katanas) Seasons of Mercy&#039;&#039;&#039; - a flashy finisher of mini-mechanics that will not be executed until later in the battle. Once cast, the arena will fill with criss-cross AoE telegraphs with various safe-spots in-between that players must use to avoid damage. At the same time, a floating orb will utilize a &#039;&#039;&#039;gaze&#039;&#039;&#039; mechanic, forcing the raid to look away or suffer &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Lastly, a noticeably growing purple marker on the ground will continuously be expanding throughout the ordeal which all players must avoid (after weaving through the criss-cross AoE&#039;s and avoiding the gaze attack from the orb).&lt;br /&gt;
&lt;br /&gt;
===(Baleful Air) Great-sword Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Air&#039;&#039;&#039; - the Trinity Seeker employs two massive great-swords, gaining access to &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; and &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Swathe&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to great-swords from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the great-swords are equipped, the Trinity Seeker will emit two massive AoE&#039;s to its left and right, covering the entire arena, except for a thin safe-spot in the form of a straight line through the arena centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Burning Chains&#039;&#039;&#039; - causes random players to be tethered together via burning chains that can only be broken when sufficient distance between each player is generated (i.e., running away from each other). Bear in mind that &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; typically happens shortly before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, giving the raid only a small amount of time to safely break their chains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Phantom Edge&#039;&#039;&#039; - alters the property of an upcoming &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Great-Swords) Baleful Blade&#039;&#039;&#039; - causes the Trinity Seeker to emit raid-wide damage in one of two possible forms depending on whether &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used first. If &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, then &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; is converted into a heavy-hitting &#039;&#039;&#039;knockback&#039;&#039;&#039;, requiring the raid to stand in front of a &#039;&#039;&#039;barricade&#039;&#039;&#039; to avoid being knocked out of the arena. However, if &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was &#039;&#039;&#039;NOT&#039;&#039;&#039; used beforehand, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; will inflict fatal damage that must be avoided by hiding &#039;&#039;behind&#039;&#039; a &#039;&#039;&#039;barricade&#039;&#039;&#039;, rather than in front of it.&lt;br /&gt;
&lt;br /&gt;
===(Iron Air) Bare-hand Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Air&#039;&#039;&#039; - the Trinity Seeker discards all weapons to fight barehanded, gaining access to &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;, &#039;&#039;&#039;Iron Splitter&#039;&#039;&#039; and &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Impact&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to fists from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once bare-handed, the Trinity Seeker will create a line-stack marker on a random player, forcing the group to stack along the line to help absorb damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Iron Splitter&#039;&#039;&#039; - causes the Trinity Seeker to leap to a different point of the arena and noticeably plunge its fist into the ground, charging up one of the ring patterns on the ground. As mentioned earlier, the pattern on the arena floor is somewhat like a dart-board - composed of sandy yellow rings and metallic blue-grey rings. After a delay, all ring-patterns on the floor (the same colour as the one the boss is charging) will explode. As a result, all players must avoid standing on the same-colour pattern to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Fists) Dead Iron&#039;&#039;&#039; - causes the Trinity Seeker to apply &#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; markers onto three random targets. After a delay, the boss will emit non-telegraphed cone-AoE&#039;s through the marked players, damaging anyone in their path, then repeat the whole process once again. During &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;, all marked players should make sure to spread apart from each other (and the rest of the raid) so that they do not overlap their upcoming cone AoE&#039;s onto players.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Like most bosses, the Trinity Seeker will eventually enter a mechanical loop that involves a higher volume of combinations and overlap, though nothing you haven&#039;t witnessed already. The biggest challenge is to pre-emptively position yourself to avoid all the vicious AoE&#039;s, especially when they also involve &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, not to mention the 50/50 threat of &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;, forcing players to recognize when to stand in front of (or behind) barricades in response to &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: Dahu==&lt;br /&gt;
&lt;br /&gt;
The second boss blocking your path is &#039;&#039;&#039;Dahu&#039;&#039;&#039; - a super version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - sporting very similar mechanics with a few twists. Despite essentially being a mini-boss (due to having extremely low health and far simpler mechanics compared to the other bosses), the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; (stackable debuff) can still prove fatal for any players who are hit by two mechanics within the space of two minutes, so be careful!&lt;br /&gt;
&lt;br /&gt;
Much like the previous boss, &#039;&#039;&#039;Dahu&#039;&#039;&#039; is encountered within a circular arena and will challenge players via directional abilities of varied ranges. However, some of Dahu&#039;s attacks have no cast-time or ground telegraphs, thus players should keep an eye on Dahu&#039;s animations to pre-emptively avoid certain attacks. As a rule of thumb, never stand in front of the boss unless you have to, especially if it turns in your direction.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Breath&#039;&#039;&#039; - a fiery tank-buster against Dahu&#039;s primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clawed Cleave&#039;&#039;&#039; - a non-telegraphed frontal cleave with no cast bar or ground indication, indicated solely by Dahu raising one of its claws in the air, much like Gowrow and various other dinosaur enemies from Heavensward. If you notice Dahu menacingly raising its claw for a swipe, quickly move to its flank or rear to avoid being slashed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;L/R-Sided Shockwave&#039;&#039;&#039; - Dahu raises a fist and pounds the ground to his left or right, emitting a semi-circle AoE in that direction which all players should avoid, quickly followed by a second smash to the opposite side of the first. For example, if Dahu smashes the left side, expect a smash to the right immediately afterwards, and vice versa. The AoE is about 1/4 the size of the arena, meaning ranged players can safely stand on the smashed side(s) provided they are far enough away. Melee players should be extra careful if they are attacking the boss from the sides to execute positionals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039; - Dahu unleashes a mighty roar, inflicting light but unavoidable AoE damage that will &#039;&#039;&#039;stagger&#039;&#039;&#039; all participants and knock them back to the outer wall of the arena. In a lot of cases, &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; will typically be followed by &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - causes Dahu to turn towards a random player and emit a large cone telegraph in their direction. After a brief delay, Dahu will unleash a swathe of flame over the marked area. All players will need to move out of the telegraph as quick as possible. Keep in mind that &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; will often (but not always) be used after &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; and &#039;&#039;&#039;Hot Charge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe&#039;&#039;&#039; - similar to the basic &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;, except this time, Dahu will rotate clockwise or counter-clockwise whilst unleashing a total of 5 &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; cone AoE&#039;s. A visual indicator before the attack will display which direction Dahu will rotate, so watch out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marchosias&#039;&#039;&#039; - causes untargetable adds to enter the fray which will utilize two different abilities - &#039;&#039;&#039;Head Down&#039;&#039;&#039; (line AoE&#039;s across the battlefield which the adds will charge through) followed by &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; (point-blank AoE&#039;s). Dahu will later complicate matters by preparing a &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, putting players at risk of being knocked back into upcoming point-blank AoE&#039;s from adds, so make sure you are knocked back into a safe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039; - causes Dahu to turn in a random direction and hunker down. After a brief delay, the devious dino will lunge in the chosen direction towards the outer wall. Any players caught in Dahu&#039;s charge-path will be unceremoniously knocked back and suffer moderate damage. Bear in mind that &#039;&#039;&#039;Hot Charge&#039;&#039;&#039; does not come with a cast-bar or any visual indication other than the obvious turn-around and hunker animation - and may be used twice in a row - so be ready to duck out of the way each time. Additionally, Dahu will follow-up with &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - the large cone AoE targeted at a random player that covers a hefty portion of the arena - thus all participants must be ready to move out of the way yet again once Dahu has ceased charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Rocks&#039;&#039;&#039; - causes moderate circle-AoE&#039;s to spawn beneath random players, indicating where large rocks will plummet into the arena from the ceiling.&lt;br /&gt;
&lt;br /&gt;
Given Dahu&#039;s low health-pool compared to other bosses, a well-prepared group will typically topple the devious dino before a full mechanic loop. Should the fight happen to go on longer for any reason, Dahu will begin to repeat the same mechanics but with a much greater overlap - but nothing new that you haven&#039;t seen already.&lt;br /&gt;
&lt;br /&gt;
With Dahu out of the way, the group can make way towards the third boss.&lt;br /&gt;
&lt;br /&gt;
==Boss: Queen&#039;s Guard==&lt;br /&gt;
&lt;br /&gt;
Players are treated to the sight of four mechanical enemies standing within a circular arena - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - all of which have their very own mechanics and provide a veritable gauntlet-mode for the raid - starting with all four enemies being fought at once until they begin to reach about 80% health, causing them to briefly retreat until only the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; remains. From here, each enemy will be fought on its own. Should the raid survive the gauntlet against all four units, the raid will need to bypass a DPS check to secure victory.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that the edge of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the battle commences and that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and a special mechanic that serves as their main threat to the raid.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;), the gunner-unit will frequently summon numerous turrets into the arena, each of which has an obvious indicator displaying the direction the turret is facing. Once turrets have been fully deployed, the gunner-unit will eventually shoot straight-line AoE&#039;s towards turrets, which the turrets will deflect in the indicated direction(s). In most cases, all but one turret will be facing another so that the initial shot bounces between multiple turrets before shooting out of the arena.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the warrior-unit will deploy a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe-zone will be available on the ground. However, all bombs (and participants) will simultaneously be launched into the air soon after. The trick is to stand close to a &#039;&#039;&#039;large&#039;&#039;&#039; bomb so that gravity will cause them to drop before they explode, whilst players will still be held high up in the air out of range of the explosion. Meanwhile, all smaller bombs will explode in the air, damaging any player who stood near one before being launched.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; will complicate the process later on by &#039;&#039;&#039;reversing&#039;&#039;&#039; the weights of bombs - indicated by it visually tethering itself to the bombs via noticeable pink lines. When you see this, players must do the opposite - stand by smaller bombs so that they fall before exploding. You will know when everything is about to be launched thanks to the presence of upward-pointing arrow markers, so keep an eye on the weights and be sure to stand next to whatever is heaviest.&lt;br /&gt;
&lt;br /&gt;
In Savage mode - and possibly normal mode if it takes too long the defeat the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - the mini-boss may swap the weight of players (instead of bombs). In such a case, players would need to position themselves so that they fall before a lighter bomb does.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, similar to that of the playable Paladin class. Throughout the fight, the knight-unit will cast &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, which creates a specific mechanic depending on which stance the unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight-unit&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
&lt;br /&gt;
Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the soldier-unit will deploy four non-targetable soldier-adds around the arena at various intervals, then temporarily tether itself to two of them. Soon after, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. As such, all players will need to identify the &#039;&#039;&#039;untethered&#039;&#039;&#039; adds and stand beside them (inside their point-blank AoE telegraph, which won&#039;t go off).&lt;br /&gt;
&lt;br /&gt;
Later in the fight, all adds will shift positions by leaping around the arena multiple times after the tethering process, forcing the raid to memorize the previously non-tethered adds and monitor their movements. Once the adds have stopped leaping around, players will then have to move to a non-tethered add just like before.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be effected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Any player who incorrectly hits an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; from a wrong side will receive light damage, be temporarily &#039;&#039;&#039;Stunned&#039;&#039;&#039;, and receive a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, which will lead to a &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if any player acquires two stacks within 2 minutes. Additionally, the presence of &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; means that any player who attempts an AoE-based Limit Break to hit multiple wards will most likely inflict multiple stacks of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; upon themselves, leading to a guaranteed death via &#039;&#039;&#039;Doom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed and the Queen&#039;s Guard are defeated, the raid can move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Unlike all previous encounters, your next boss-fight involves a rectangular arena with very obvious &#039;lane-lines&#039; running vertically through it which can be used as a visual aid during future mechanics. As far as appearance goes, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; is reminiscent of &#039;&#039;&#039;Nybeth Obdilord&#039;&#039;&#039; from [[Palace of the Dead]], a floating robed figure with a crooked caster-cane in hand, eager to bombard the raid with devious spells.&lt;br /&gt;
&lt;br /&gt;
Shortly after the fight begins, the northern and southern segments of the arena will be covered with purple &#039;&#039;&#039;Death Walls&#039;&#039;&#039;, so avoid touching them at all costs. Aside from a basic tank-buster, as well as a basic raid-wide AoE (&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;), there are only two sets of overlapping mechanics players should be mindful of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - a set of mechanics that will continuously increase in volume with each cast, starting with a large donut AoE at the north side of the room with a motion-indicator pointing to the south, indicating that the donut AoE will repeatedly detonate whilst moving to the south of the arena. Simultaneously, one &#039;lane&#039; of the arena will become unsafe, forcing the raid to avoid that lane throughout the ordeal. As a result, players will need to stand within a donut AoE and move with it from north to south until it dissipates.&lt;br /&gt;
&lt;br /&gt;
Later on, the raid will need to contend with two moving donut AoE&#039;s as well as two unsafe lanes simultaneously. For the most part, simply stand within a doughnut and move with it, as the unsafe lanes simply serve as a way of dividing the arena rather than complicating the donut mechanic. Also, smaller circles on the floor can be used as a reference for where the centre of each donut-AoE will be after each movement. Lastly, &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; will eventually overlap with &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; - causes an apparition to spawn at the south of the arena that will eventually knock all participants towards the northern side. The distance of the knockback is just short of 50% of the arena from top to bottom, so make sure you are standing far enough to the south the avoid being knocked into the northern &#039;&#039;&#039;Death Wall&#039;&#039;&#039;. Shortly after the very first knockback of the fight, the Bozjan Phantom will aim a very large cone-AoE (&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;) towards a random player, forcing everyone to retreat towards the south to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
Later in the battle, &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;, forcing the raid to get knocked into a donut-AoE before it starts travelling through the arena, so if this is your first time battling the Bozjan Phantom, be sure to get a good idea of the knockback distance during the initial cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockbacks during the duty.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Variations of the above two combinations will loop until the Bozjan Phantom has been put to rest, allowing the raid to move on towards the second-last boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Players are in for a heated battle against a cold and collected enemy - a light joke about how the entire battle centres around players utilizing hot and cold mechanics to balance their temperature. Furthermore, just like the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will also employ different weapons throughout the fight that signifies upcoming mechanics. Later on, players can be heated or cooled when hit by fire or ice mechanics and will be forced to use this to acquire a neutral temperature as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Shortly after battle commences, the outer ring of the square-shaped and heavily patterned arena will become a death-wall, so avoid it at all costs. Also, various square-shaped patterns on the floor can be used as visual indicators for upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave that will deal heavy damage to anyone in its path, indicated by a noticeable red marker on the primary target. Once activated, a huge cone-cleave will be emitted from the boss in the direction of the marked target that will travel right to the end of the arena, so make sure you are not standing beside or behind the victim and ensure the boss is kept facing away from the bulk of the raid whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously aim a straight-line AoE through the arena in the direction they are facing. For visual reference, the lane-like AoE&#039;s are the same width as the squares on the ground, and players will have just enough time to identify which squares are safe before the clones shoot down their lanes.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, so be ready to react once you identify which weapon is being equipped.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena, leaving a safe spot directly behind the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location, forcing everyone to retreat.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss to safely react to weapon-based mechanics whenever possible.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
At various intervals, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will cast &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, causing all players to be assigned a temperature level that must be handled throughout the battle. For visual reference, a marker above your head will occasionally display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. All players will also acquire a debuff (&#039;&#039;&#039;Intemperate&#039;&#039;&#039;) that will kill any player with an uneven temperature once it expires.&lt;br /&gt;
&lt;br /&gt;
Naturally, the goal is to keep your temperature in a neutral position by any means possible before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics will typically display their own thermometer-marker to indicate how hot or cold the mechanic is. If you fail to normalize your temperature in time, you will suffer an unavoidable death.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location that leaves a small safe-spot in the centre. Being hit by an AoE from one of the elements will inflict damage and (initially) inflict +1 square of temperature (element dependent). For example, if you have &#039;&#039;&#039;+1 Heat&#039;&#039;&#039;, you should intentionally stand in a point-blank AoE from an &#039;&#039;&#039;Ice Orb&#039;&#039;&#039; to be hit by &#039;&#039;&#039;+1 Cold&#039;&#039;&#039; to neutralize your temperature or vice versa.&lt;br /&gt;
&lt;br /&gt;
Initially, player temperatures will typically be set to +1 hot or +1 cold, with all orbs inflicting +1 of their respective element. As the fight progresses and the mechanic begins to loop, the temperature of the orbs (and players) will be a mix between +1 and +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; - covers the majority of the arena if a wreath of lethal flames that will kill any player who touches it, leaving only a safe horizontal strip to stand in near the southern part of the arena. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Swords&#039;&#039;&#039; and &#039;&#039;&#039;Ice Swords&#039;&#039;&#039; at the northern side. After the &#039;&#039;&#039;Fire Swords&#039;&#039;&#039; and &#039;&#039;&#039;Ice Swords&#039;&#039;&#039; at the end of the arena spawn, the pathways they are connected to will begin to flash multiple times, indicating all possible paths the swords could take through the veritable maze. Bear in mind that all paths lead to a square within the safe portion of the arena, and their true path always involves each sword-pattern turning whenever it first encounters a branch - as in, they will never ignore a left or right branch-path while travelling.&lt;br /&gt;
&lt;br /&gt;
Once they reach the safe area, the square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; based damage (+1) to any player standing within the square. As a result, players looking to normalize their temperature by being hit by an opposite element will need to identify where the element will land and stand on the relevant square, whilst those with a neutral temperature will need to avoid being hit by either element.&lt;br /&gt;
&lt;br /&gt;
Initially, players will only have to normalize a +1 temperature and there will only be one sword-pattern per element to watch for. As the fight progresses and the mechanics begin to loop, players will have +1 or +2 temperature to normalize, and there will be two patterns of &#039;&#039;&#039;Flaming Swords&#039;&#039;&#039; and two patterns of &#039;&#039;&#039;Ice Swords&#039;&#039;&#039; to watch out for, with each one dealing either +1 or +2 of their respective element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blades of Entropy (+2 Temp)&#039;&#039;&#039; - causes the boss to unleash four consecutive slashes to its left or right (covering half of the arena) one after the other - the direction of each slash being dictated by the side of the boss the sword is held in. For example, it may hold up a flaming sword in its right hand (indicating a flaming slash to its right side), followed by holding up an ice sword to its left (indicating a leftward swipe of ice), repeating until the boss has swiped four times in a row. The temperature of each swipe will be indicated by the thermometer-like marker above the bosses head. For example, it may hold up a left-fire sword (indicating a left-fire swipe) with the marker showing two-squares of heat, meaning it can inflict +2 &#039;&#039;&#039;Heat&#039;&#039;&#039; to any players hit.&lt;br /&gt;
&lt;br /&gt;
To normalize your temperature, players will want to be hit by the opposite element of the same temperature. For example, if you have +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; squares, you will need to intentionally be slashed by a +2 &#039;&#039;&#039;Fire&#039;&#039;&#039; swipe to normalize. If you have +1 &#039;&#039;&#039;Cold&#039;&#039;&#039;, make sure you get slashed by the +1 &#039;&#039;&#039;Heat&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
Once Trinity Avowed has been defeated, it&#039;s time to take on the final boss of the duty - &#039;&#039;&#039;The Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
After all your trials and tribulations, players will now battle the queen in the same area as the previous boss, except this time, the arena will involve a circular &#039;&#039;&#039;Death-Wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out! To make matters worse, the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; will also populate the battle and use mechanics from the previous encounter.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide AoE, so be ready to shield and heal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a vicious tank-buster that also applies a very nasty &#039;&#039;&#039;Bleed&#039;&#039;&#039;, as well as a despicable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff which (thankfully) can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a moderate point-blank AoE will be dropped at the collision point. However, the lines themselves are safe to walk on (or through), so simply avoid any spot in the arena where any lines are about to meet each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death-wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that particular side of the arena will also be slashed. If you see the boss teleporting to the side of the arena, make sure you are standing on whichever side she is not aiming her blade at before charging. Any players hit by the initial charge or the arena swipe will be heavily damaged and afflicted with a nasty (but dispellable) DoT.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;God Save The Queen&#039;&#039;&#039; - a very vicious raid-wide AoE that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics (see below) and the eventual arrival of &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, which will be summoned into the fray and use mechanics from the previous boss battle later on.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - converts the arena into a literal chessboard that will soon be populated by two &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will order them to travel in the direction they are facing by a number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe. As such, players will need to identify where both pawns will land and quickly determine which lanes will be safe to stand in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - creates a numbered marker above a player&#039;s head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares &#039;&#039;&#039;away from the square they were originally standing on&#039;&#039;&#039;. After a delay, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn&#039;t move a sufficient amount of squares away from their starting point, they&#039;ll be in trouble.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; will be used simultaneously, causing two pawns to spawn within the arena that will move a set number of squares in the direction they are facing before firing straight-line AoE&#039;s down all non-diagonal lanes, with players simultaneously being forced to move a set number of squares beforehand. The challenge is to quickly identify squares that will not be shot by pawns and to land within their chosen safe-square after travelling the number of squares they were assigned by the boss. Remember, after you&#039;ve been assigned a number, moving too many squares, too few squares, landing in a lane that will be shot by a pawn, or not moving a sufficient distance from the start-square, are all ill-advised.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;God Save The Queen&#039;&#039;&#039; has been cast, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will eventually start casting &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;, which summons a combination of the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; to enter the arena and unleash their own mechanical combos.&lt;br /&gt;
&lt;br /&gt;
Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039;. Much like the previous battle with the guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; will create special turrets that will ricochet the gunner-unit&#039;s straight-line AoE&#039;s. Meanwhile, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; will be dropping large and small bombs throughout the arena. After a delay, all players (and all bombs) will be launched into the air, forcing players to stand by the larger bombs so that gravity drops them before they explode. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will also cast &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - the &#039;&#039;knockback-line&#039;&#039;, forcing players to position themselves so that they are knocked back towards a heavier bomb before the warrior-unit launches everything into the air (without being knocked into the &#039;&#039;&#039;Death Wall&#039;&#039;&#039; in the process).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;. Just like earlier, the soldier-unit will deploy four non-targetable soldier-adds around the arena and tether itself to two of them. Afterwards, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs - but remember - only the adds that were previously tethered to the soldier-unit will execute their AoE attack. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will follow-up with &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - teleporting to the side of the arena and prepare to charge through the centre while slashing one half of the arena. After &#039;&#039;&#039;The Queen&#039;&#039;&#039; has finished her charge-attack, the knight-unit will begin to cast &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (tight donut-AoE), forcing the raid to move away from (or into) the knight-unit depending on which ability was chosen.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Gold Coin|1}}&lt;br /&gt;
{{Drops table row|Bozjan Silver Coin|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Avowed|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Seeker|1}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Early to Rise|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Gabriel Mark III Identification Key|1}}&lt;br /&gt;
{{Drops table row|Giving Chase (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Queen Awakens Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Sochen Cave Palace (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Gunner Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Knight Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Soldier Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Warrior Piece|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Beneath the wastes of Bozja Citadel lie the ruins of Queen Gunnhildr&#039;s kingdom. The temple at its heart, once a shining beacon of hope for Bozja, now remains forever shrouded in darkness. And it is there the Warrior of Light must lay the queen&#039;s legacy to rest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45 Features]] [[Category:Exploratory Missions]] [[Category:Shadowbringers]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=277705</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=277705"/>
		<updated>2021-04-08T19:36:47Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named [[A Seaside Story]].&lt;br /&gt;
&lt;br /&gt;
*Completed the [[Fit for a Queen]] quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Accrued at least 700,000 [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 48-player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who blocks your path to the finale, as well as an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; that can only be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player will acquire a major statistical buff, and the entire group can avail of an additional loot chest. However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Other changes include &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who eats specific mechanics (lasting about 2 minutes), converting into a fatal &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; has been bested, &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except &#039;&#039;&#039;Doom&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure as they take on &#039;&#039;&#039;The Queen&#039;&#039;&#039;. Seeing as the &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more-so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45. Features]] [[Category:Shadowbringers]] [[Category:Exploratory Missions]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=277688</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=277688"/>
		<updated>2021-04-08T19:12:55Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named [[A Seaside Story]].&lt;br /&gt;
&lt;br /&gt;
*Completed the [[Fit for a Queen]] quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Accrued at least 700,000 [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 48-player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
&lt;br /&gt;
For the most part, all encounters and pathways will be highly similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode.&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who blocks your path to the finale, as well as an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; that can only be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player will acquire a major statistical buff, and the entire group can avail of an additional loot chest. However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Other changes include &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who eats specific mechanics (lasting about 2 minutes), converting into a fatal &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; has been bested, &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; will take effect - the same concept, except &#039;&#039;&#039;Doom&#039;&#039;&#039; is applied to players who acquire two stacks instead of three.&lt;br /&gt;
&lt;br /&gt;
Due to the changes regarding in-duty raising (see above): should you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Seeing as the Twice/Thrice related &#039;&#039;&#039;Doom&#039;&#039;&#039; effect is inevitably fatal and raising being more limited, avoiding mechanics takes precedence above all else for most encounters, so be wary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45. Features]] [[Category:Shadowbringers]] [[Category:Exploratory Missions]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=277202</id>
		<title>Delubrum Reginae</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae&amp;diff=277202"/>
		<updated>2021-03-28T13:57:16Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = bozjan Southern Front&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae (Savage)|Exploratory Missions}}&lt;br /&gt;
[[Delubrum Reginae]] is a 24-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Complete the level 80 [[quest]] [[Fit for a Queen]]. You can start the quest by speaking to [[Bajsaljen]] in [[Gangos]] (X:6.5 Y:5.8). Players must complete the prerequisite quest [[A Sign of What&#039;s to Come]].&lt;br /&gt;
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==Requirements==&lt;br /&gt;
*Level: 80&lt;br /&gt;
*Number of players: 24&lt;br /&gt;
*Time limit: 180 minutes&lt;br /&gt;
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==Entering Delubrum Reginae==&lt;br /&gt;
Players can enter Delubrum Reginae by speaking with [[Mikoto]] at [[the Lost Trace or Sjeros]] in [[Gangos]] (X:5.5 Y:5.4). Once registered, players will be matched together regardless of their job&#039;s role. To enter as a party or alliance, the party or alliance leader must be the one to speak with the aforementioned NPCs.&lt;br /&gt;
* Players are free to change areas after registering.&lt;br /&gt;
* When registering as an alliance, please note that alliances will be temporarily disbanded upon entering.&lt;br /&gt;
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==Duty-specific Rules and Features==&lt;br /&gt;
The following duty-specific rules and features will be applied upon entering Delubrum Reginae:&lt;br /&gt;
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===Level Sync===&lt;br /&gt;
All equipment will be adjusted to item level 430. Furthermore, [[materia]] bonuses will be ignored, regardless of the item level of gear affixed with materia.&lt;br /&gt;
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===Party Composition===&lt;br /&gt;
Unlike other instanced duties, players may freely disband and reform parties while inside Delubrum Reginae.&lt;br /&gt;
* Please note that if you enter Delubrum Reginae as a member of a party, even if you leave it while within the duty, you will be returned to that party upon exiting the instance.&lt;br /&gt;
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===Countdowns, Field Markers, and Signs===&lt;br /&gt;
Unlike other instanced duties, the use of countdowns, field markers, and signs is shared among all players in the instance.&lt;br /&gt;
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===Lost Actions===&lt;br /&gt;
Any lost actions obtained on the [[Bozjan Southern Front]], or previously set as duty actions, will carry over into this duty. A lost finds cache and Resistance appraiser are also available at the start of the instance.&lt;br /&gt;
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While players cannot change jobs after entering this duty, lost actions may be used to help compensate for roles that may be absent from your party.&lt;br /&gt;
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===Traps===&lt;br /&gt;
[[File:Delubrum Reginae2.png|350px|right]]&lt;br /&gt;
Players may encounter traps while fighting their way through Delubrum Reginae. Traps are invisible and, when triggered, can deal large amounts of damage or afflict players with any number of debilitating effects. That said, there are certain lost actions that will allow one to detect traps before they are activated.&lt;br /&gt;
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===Penalties===&lt;br /&gt;
Players who are incapacitated during this duty will lose mettle. An additional penalty to mettle will be incurred when returning to the start of the instance or abandoning the duty without being raised.&lt;br /&gt;
* Resistance rank cannot go down from losing mettle.&lt;br /&gt;
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===Gear Effects===&lt;br /&gt;
The additional effects of Bozjan gear will also be applied in Delubrum Reginae.&lt;br /&gt;
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===Rewards===&lt;br /&gt;
Treasure coffers that appear in this instance yield separate rewards for each player. Be certain to open any you find as you fight your way through the ruins.&lt;br /&gt;
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==Boss Notes==&lt;br /&gt;
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Abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockback mechanics throughout the instance, so be sure to respect knockback mechanics as if you do not have those abilities equipped. Furthermore, any player who is hit by a mechanic (and survives) will acquire a stackable debuff called &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; that will last for just under 2 minutes. If a player with &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; is hit by another mechanic and survives (thus acquires a second stack), the debuff will be converted into &#039;&#039;&#039;Doom&#039;&#039;&#039;, leading to eventual and unavoidable death. As a result, avoiding mechanics is often a larger priority than maintaining uptime, especially if you wish to avoid losing &#039;&#039;&#039;Mettle&#039;&#039;&#039;.&lt;br /&gt;
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==Boss: Trinity Seeker==&lt;br /&gt;
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The first boss within Delubrum Reginae is fought within a circular arena, complete with four &#039;&#039;&#039;barricades&#039;&#039;&#039; that serve as obstacles (which can be used to deal with &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; pushback mechanics), as well as a noticeable pattern of circles on the ground (like a dartboard) with a small circle in the centre. Like many bosses, the pattern on the ground can be used as a visual aid when dealing with specific mechanics. Furthermore, the outer ring of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the encounter begins, so be sure to avoid walking (or being pushed) into the outer ring once the battle commences, utilizing the above-mentioned &#039;&#039;&#039;barricades&#039;&#039;&#039; to prevent yourself being punted outside.&lt;br /&gt;
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The boss itself is reminiscent of &#039;&#039;&#039;Ravana&#039;&#039;&#039; from Heavensward - a large, four-armed monstrosity capable of wielding weapons in each hand. However, unlike Ravana, the Trinity Seeker will utilize different weapons and stances (after casting &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;), each of which will dictate upcoming mechanics.&lt;br /&gt;
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Below is a list of mechanics and abilities you should expect throughout the fight.&lt;br /&gt;
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===Generic Mechanics===&lt;br /&gt;
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*&#039;&#039;&#039;(Generic) Verdant Tempest&#039;&#039;&#039; - inflicts moderate raid-wide damage that cannot be avoided. Shield and heal as necessary.&lt;br /&gt;
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*&#039;&#039;&#039;(Generic) Verdant Path&#039;&#039;&#039; - causes the Trinity Seeker to swap to different weapons and fighting stance. Bear in mind that a specific mechanic will be unleashed (depending on the weapon chosen) as soon as the weapon-swap is complete. Below is a list of all stances and the mechanics related to each one.&lt;br /&gt;
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===(Merciful Air) Katana Mechanics===&lt;br /&gt;
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*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039; - the Trinity Seeker utilizes a katana in each hand (similar to Ravana), gaining access to &#039;&#039;&#039;Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;, &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;, and &#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;. Note that the battle commences with the boss already in this stance. However, if the boss swaps back to &#039;&#039;&#039;Merciful Air&#039;&#039;&#039; via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; from any other stance later in the battle, &#039;&#039;&#039;Act of Mercy&#039;&#039;&#039; will immediately be executed.&lt;br /&gt;
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*&#039;&#039;&#039;(Katanas) Act of Mercy&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to katanas from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the katanas are equipped, the Trinity Seeker will emit a thin cross-shaped AoE from its current location&lt;br /&gt;
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*&#039;&#039;&#039;(Katanas) Mercy&#039;&#039;&#039; - the Trinity Seeker slowly begins to charge up all four katanas one after the other and prepares to use each one to cleave half of the arena (in the order that the swords were charged and in the direction each sword is facing). Be sure to keep an eye on the katanas as they are charging up so that you can pre-emptively avoid the onslaught. Once all four katanas have charged up, the Trinity Seeker will unleash each cleave via &#039;&#039;&#039;Mercy Fourfold&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;(Katanas) Seasons of Mercy&#039;&#039;&#039; - a flashy finisher of mini-mechanics that will not be executed until later in the battle. Once cast, the arena will fill with criss-cross AoE telegraphs with various safe-spots in-between that players must use to avoid damage. At the same time, a floating orb will utilize a &#039;&#039;&#039;gaze&#039;&#039;&#039; mechanic, forcing the raid to look away or suffer &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Lastly, a noticeably growing purple marker on the ground will continuously be expanding throughout the ordeal which all players must avoid (after weaving through the criss-cross AoE&#039;s and avoiding the gaze attack from the orb).&lt;br /&gt;
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===(Baleful Air) Great-sword Mechanics===&lt;br /&gt;
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*&#039;&#039;&#039;Baleful Air&#039;&#039;&#039; - the Trinity Seeker employs two massive great-swords, gaining access to &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; and &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;(Great-Swords) Baleful Swathe&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to great-swords from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once the great-swords are equipped, the Trinity Seeker will emit two massive AoE&#039;s to its left and right, covering the entire arena, except for a thin safe-spot in the form of a straight line through the arena centre.&lt;br /&gt;
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*&#039;&#039;&#039;(Great-Swords) Burning Chains&#039;&#039;&#039; - causes random players to be tethered together via burning chains that can only be broken when sufficient distance between each player is generated (i.e., running away from each other). Bear in mind that &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; typically happens shortly before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, giving the raid only a small amount of time to safely break their chains.&lt;br /&gt;
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*&#039;&#039;&#039;(Great-Swords) Phantom Edge&#039;&#039;&#039; - alters the property of an upcoming &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; (see below).&lt;br /&gt;
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*&#039;&#039;&#039;(Great-Swords) Baleful Blade&#039;&#039;&#039; - causes the Trinity Seeker to emit raid-wide damage in one of two possible forms depending on whether &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used first. If &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was used before &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;, then &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; is converted into a heavy-hitting &#039;&#039;&#039;knockback&#039;&#039;&#039;, requiring the raid to stand in front of a &#039;&#039;&#039;barricade&#039;&#039;&#039; to avoid being knocked out of the arena. However, if &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; was &#039;&#039;&#039;NOT&#039;&#039;&#039; used beforehand, &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039; will inflict fatal damage that must be avoided by hiding &#039;&#039;behind&#039;&#039; a &#039;&#039;&#039;barricade&#039;&#039;&#039;, rather than in front of it.&lt;br /&gt;
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===(Iron Air) Bare-hand Mechanics===&lt;br /&gt;
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*&#039;&#039;&#039;Iron Air&#039;&#039;&#039; - the Trinity Seeker discards all weapons to fight barehanded, gaining access to &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;, &#039;&#039;&#039;Iron Splitter&#039;&#039;&#039; and &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;. Whenever the boss swaps to this stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;, it will immediately execute &#039;&#039;&#039;Iron Impact&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;(Fists) Iron Impact&#039;&#039;&#039; - used as soon as the Trinity Seeker swaps to fists from a different stance via &#039;&#039;&#039;Verdant Path&#039;&#039;&#039;. Once bare-handed, the Trinity Seeker will create a line-stack marker on a random player, forcing the group to stack along the line to help absorb damage.&lt;br /&gt;
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*&#039;&#039;&#039;(Fists) Iron Splitter&#039;&#039;&#039; - causes the Trinity Seeker to leap to a different point of the arena and noticeably plunge its fist into the ground, charging up one of the ring patterns on the ground. As mentioned earlier, the pattern on the arena floor is somewhat like a dart-board - composed of sandy yellow rings and metallic blue-grey rings. After a delay, all ring-patterns on the floor (the same colour as the one the boss is charging) will explode. As a result, all players must avoid standing on the same-colour pattern to avoid taking damage.&lt;br /&gt;
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*&#039;&#039;&#039;(Fists) Dead Iron&#039;&#039;&#039; - causes the Trinity Seeker to apply &#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; markers onto three random targets. After a delay, the boss will emit non-telegraphed cone-AoE&#039;s through the marked players, damaging anyone in their path, then repeat the whole process once again. During &#039;&#039;&#039;Dead Iron&#039;&#039;&#039;, all marked players should make sure to spread apart from each other (and the rest of the raid) so that they do not overlap their upcoming cone AoE&#039;s onto players.&lt;br /&gt;
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Like most bosses, the Trinity Seeker will eventually enter a mechanical loop that involves a higher volume of combinations and overlap, though nothing you haven&#039;t witnessed already. The biggest challenge is to pre-emptively position yourself to avoid all the vicious AoE&#039;s, especially when they also involve &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, not to mention the 50/50 threat of &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039;, forcing players to recognize when to stand in front of (or behind) barricades in response to &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;.&lt;br /&gt;
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==Boss: Dahu==&lt;br /&gt;
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The second boss blocking your path is &#039;&#039;&#039;Dahu&#039;&#039;&#039; - a super version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - sporting very similar mechanics with a few twists. Despite essentially being a mini-boss (due to having extremely low health and far simpler mechanics compared to the other bosses), the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; (stackable debuff) can still prove fatal for any players who are hit by two mechanics within the space of two minutes, so be careful!&lt;br /&gt;
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Much like the previous boss, &#039;&#039;&#039;Dahu&#039;&#039;&#039; is encountered within a circular arena and will challenge players via directional abilities of varied ranges. However, some of Dahu&#039;s attacks have no cast-time or ground telegraphs, thus players should keep an eye on Dahu&#039;s animations to pre-emptively avoid certain attacks. As a rule of thumb, never stand in front of the boss unless you have to, especially if it turns in your direction.&lt;br /&gt;
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Below is a list of mechanics you can expect to see.&lt;br /&gt;
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*&#039;&#039;&#039;Heat Breath&#039;&#039;&#039; - a fiery tank-buster against Dahu&#039;s primary target.&lt;br /&gt;
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*&#039;&#039;&#039;Clawed Cleave&#039;&#039;&#039; - a non-telegraphed frontal cleave with no cast bar or ground indication, indicated solely by Dahu raising one of its claws in the air, much like Gowrow and various other dinosaur enemies from Heavensward. If you notice Dahu menacingly raising its claw for a swipe, quickly move to its flank or rear to avoid being slashed.&lt;br /&gt;
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*&#039;&#039;&#039;L/R-Sided Shockwave&#039;&#039;&#039; - Dahu raises a fist and pounds the ground to his left or right, emitting a semi-circle AoE in that direction which all players should avoid, quickly followed by a second smash to the opposite side of the first. For example, if Dahu smashes the left side, expect a smash to the right immediately afterwards, and vice versa. The AoE is about 1/4 the size of the arena, meaning ranged players can safely stand on the smashed side(s) provided they are far enough away. Melee players should be extra careful if they are attacking the boss from the sides to execute positionals.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039; - Dahu unleashes a mighty roar, inflicting light but unavoidable AoE damage that will &#039;&#039;&#039;stagger&#039;&#039;&#039; all participants and knock them back to the outer wall of the arena. In a lot of cases, &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; will typically be followed by &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - causes Dahu to turn towards a random player and emit a large cone telegraph in their direction. After a brief delay, Dahu will unleash a swathe of flame over the marked area. All players will need to move out of the telegraph as quick as possible. Keep in mind that &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; will often (but not always) be used after &#039;&#039;&#039;Feral Howl&#039;&#039;&#039; and &#039;&#039;&#039;Hot Charge&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Rotating Firebreathe&#039;&#039;&#039; - similar to the basic &#039;&#039;&#039;Firebreathe&#039;&#039;&#039;, except this time, Dahu will rotate clockwise or counter-clockwise whilst unleashing a total of 5 &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; cone AoE&#039;s. A visual indicator before the attack will display which direction Dahu will rotate, so watch out. &lt;br /&gt;
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*&#039;&#039;&#039;Marchosias&#039;&#039;&#039; - causes untargetable adds to enter the fray which will utilize two different abilities - &#039;&#039;&#039;Head Down&#039;&#039;&#039; (line AoE&#039;s across the battlefield which the adds will charge through) followed by &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; (point-blank AoE&#039;s). Dahu will later complicate matters by preparing a &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, putting players at risk of being knocked back into upcoming point-blank AoE&#039;s from adds, so make sure you are knocked back into a safe area.&lt;br /&gt;
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*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039; - causes Dahu to turn in a random direction and hunker down. After a brief delay, the devious dino will lunge in the chosen direction towards the outer wall. Any players caught in Dahu&#039;s charge-path will be unceremoniously knocked back and suffer moderate damage. Bear in mind that &#039;&#039;&#039;Hot Charge&#039;&#039;&#039; does not come with a cast-bar or any visual indication other than the obvious turn-around and hunker animation - and may be used twice in a row - so be ready to duck out of the way each time. Additionally, Dahu will follow-up with &#039;&#039;&#039;Firebreathe&#039;&#039;&#039; - the large cone AoE targeted at a random player that covers a hefty portion of the arena - thus all participants must be ready to move out of the way yet again once Dahu has ceased charging.&lt;br /&gt;
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*&#039;&#039;&#039;Falling Rocks&#039;&#039;&#039; - causes moderate circle-AoE&#039;s to spawn beneath random players, indicating where large rocks will plummet into the arena from the ceiling.&lt;br /&gt;
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Given Dahu&#039;s low health-pool compared to other bosses, a well-prepared group will typically topple the devious dino before a full mechanic loop. Should the fight happen to go on longer for any reason, Dahu will begin to repeat the same mechanics but with a much greater overlap - but nothing new that you haven&#039;t seen already.&lt;br /&gt;
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With Dahu out of the way, the group can make way towards the third boss.&lt;br /&gt;
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==Boss: Queen&#039;s Guard==&lt;br /&gt;
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Players are treated to the sight of four mechanical enemies standing within a circular arena - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - all of which have their very own mechanics and provide a veritable gauntlet-mode for the raid - starting with all four enemies being fought at once until they begin to reach about 80% health, causing them to briefly retreat until only the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; remains. From here, each enemy will be fought on its own. Should the raid survive the gauntlet against all four units, the raid will need to bypass a DPS check to secure victory.&lt;br /&gt;
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Bear in mind that the edge of the arena will become a &#039;&#039;&#039;death-wall&#039;&#039;&#039; shortly after the battle commences and that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and a special mechanic that serves as their main threat to the raid.&lt;br /&gt;
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===Queen&#039;s Gunner===&lt;br /&gt;
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Aside from a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;), the gunner-unit will frequently summon numerous turrets into the arena, each of which has an obvious indicator displaying the direction the turret is facing. Once turrets have been fully deployed, the gunner-unit will eventually shoot straight-line AoE&#039;s towards turrets, which the turrets will deflect in the indicated direction(s). In most cases, all but one turret will be facing another so that the initial shot bounces between multiple turrets before shooting out of the arena.&lt;br /&gt;
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===Queen&#039;s Warrior===&lt;br /&gt;
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Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the warrior-unit will deploy a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe-zone will be available on the ground. However, all bombs (and participants) will simultaneously be launched into the air soon after. The trick is to stand close to a &#039;&#039;&#039;large&#039;&#039;&#039; bomb so that gravity will cause them to drop before they explode, whilst players will still be held high up in the air out of range of the explosion. Meanwhile, all smaller bombs will explode in the air, damaging any player who stood near one before being launched.&lt;br /&gt;
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The &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; will complicate the process later on by &#039;&#039;&#039;reversing&#039;&#039;&#039; the weights of bombs - indicated by it visually tethering itself to the bombs via noticeable pink lines. When you see this, players must do the opposite - stand by smaller bombs so that they fall before exploding. You will know when everything is about to be launched thanks to the presence of upward-pointing arrow markers, so keep an eye on the weights and be sure to stand next to whatever is heaviest.&lt;br /&gt;
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In Savage mode - and possibly normal mode if it takes too long the defeat the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - the mini-boss may swap the weight of players (instead of bombs). In such a case, players would need to position themselves so that they fall before a lighter bomb does.&lt;br /&gt;
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===Queen&#039;s Knight===&lt;br /&gt;
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Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, similar to that of the playable Paladin class. Throughout the fight, the knight-unit will cast &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, which creates a specific mechanic depending on which stance the unit is currently in.&lt;br /&gt;
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If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
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If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight-unit&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
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===Queen&#039;s Soldier===&lt;br /&gt;
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Aside from a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;), the soldier-unit will deploy four non-targetable soldier-adds around the arena at various intervals, then temporarily tether itself to two of them. Soon after, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. As such, all players will need to identify the &#039;&#039;&#039;untethered&#039;&#039;&#039; adds and stand beside them (inside their point-blank AoE telegraph, which won&#039;t go off).&lt;br /&gt;
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Later in the fight, all adds will shift positions by leaping around the arena multiple times after the tethering process, forcing the raid to memorize the previously non-tethered adds and monitor their movements. Once the adds have stopped leaping around, players will then have to move to a non-tethered add just like before.&lt;br /&gt;
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Assuming the raid successfully defeats each unit, all four will eventually leap into the arena together and begin to hard-cast a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
Alas, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; provides a barrier with two unprotected sides and two counter-attack sides. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so make sure to avoid the glowing segments of the barriers at all costs. Also, each unit will periodically cast &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;, causing the position of the counter-sides on their ward to change positions, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you can re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Any player who incorrectly hits an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; from a wrong side will receive light damage, be temporarily &#039;&#039;&#039;Stunned&#039;&#039;&#039;, and receive a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, which will lead to a &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if any player acquires two stacks within 2 minutes. Additionally, the presence of &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; means that any player who attempts an AoE-based Limit Break to hit multiple wards will most likely inflict multiple stacks of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; upon themselves, leading to a guaranteed death via &#039;&#039;&#039;Doom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed and the Queen&#039;s Guard are defeated, the raid can move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Bozjan Phantom==&lt;br /&gt;
&lt;br /&gt;
Unlike all previous encounters, your next boss-fight involves a rectangular arena with very obvious &#039;lane-lines&#039; running vertically through it which can be used as a visual aid during future mechanics. As far as appearance goes, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; is reminiscent of &#039;&#039;&#039;Nybeth Obdilord&#039;&#039;&#039; from [[Palace of the Dead]], a floating robed figure with a crooked caster-cane in hand, eager to bombard the raid with devious spells.&lt;br /&gt;
&lt;br /&gt;
Shortly after the fight begins, the northern and southern segments of the arena will be covered with purple &#039;&#039;&#039;Death Walls&#039;&#039;&#039;, so avoid touching them at all costs. Aside from a basic tank-buster, as well as a basic raid-wide AoE (&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;), there are only two sets of overlapping mechanics players should be mindful of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - a set of mechanics that will continuously increase in volume with each cast, starting with a large donut AoE at the north side of the room with a motion-indicator pointing to the south, indicating that the donut AoE will repeatedly detonate whilst moving to the south of the arena. Simultaneously, one &#039;lane&#039; of the arena will become unsafe, forcing the raid to avoid that lane throughout the ordeal. As a result, players will need to stand within a donut AoE and move with it from north to south until it dissipates.&lt;br /&gt;
&lt;br /&gt;
Later on, the raid will need to contend with two moving donut AoE&#039;s as well as two unsafe lanes simultaneously. For the most part, simply stand within a doughnut and move with it, as the unsafe lanes simply serve as a way of dividing the arena rather than complicating the donut mechanic. Also, smaller circles on the floor can be used as a reference for where the centre of each donut-AoE will be after each movement. Lastly, &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; will eventually overlap with &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; - causes an apparition to spawn at the south of the arena that will eventually knock all participants towards the northern side. The distance of the knockback is just short of 50% of the arena from top to bottom, so make sure you are standing far enough to the south the avoid being knocked into the northern &#039;&#039;&#039;Death Wall&#039;&#039;&#039;. Shortly after the very first knockback of the fight, the Bozjan Phantom will aim a very large cone-AoE (&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;) towards a random player, forcing everyone to retreat towards the south to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
Later in the battle, &#039;&#039;&#039;Summon Phantom&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;, forcing the raid to get knocked into a donut-AoE before it starts travelling through the arena, so if this is your first time battling the Bozjan Phantom, be sure to get a good idea of the knockback distance during the initial cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that abilities such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; will &#039;&#039;&#039;NOT&#039;&#039;&#039; prevent knockbacks during the duty.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Variations of the above two combinations will loop until the Bozjan Phantom has been put to rest, allowing the raid to move on towards the second-last boss of the duty.&lt;br /&gt;
&lt;br /&gt;
==Boss: Trinity Avowed==&lt;br /&gt;
&lt;br /&gt;
Players are in for a heated battle against a cold and collected enemy - a light joke about how the entire battle centres around players utilizing hot and cold mechanics to balance their temperature. Furthermore, just like the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will also employ different weapons throughout the fight that signifies upcoming mechanics. Later on, players can be heated or cooled when hit by fire or ice mechanics and will be forced to use this to acquire a neutral temperature as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Shortly after battle commences, the outer ring of the square-shaped and heavily patterned arena will become a death-wall, so avoid it at all costs. Also, various square-shaped patterns on the floor can be used as visual indicators for upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave that will deal heavy damage to anyone in its path, indicated by a noticeable red marker on the primary target. Once activated, a huge cone-cleave will be emitted from the boss in the direction of the marked target that will travel right to the end of the arena, so make sure you are not standing beside or behind the victim and ensure the boss is kept facing away from the bulk of the raid whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously aim a straight-line AoE through the arena in the direction they are facing. For visual reference, the lane-like AoE&#039;s are the same width as the squares on the ground, and players will have just enough time to identify which squares are safe before the clones shoot down their lanes.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal===&lt;br /&gt;
&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, so be ready to react once you identify which weapon is being equipped.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena, leaving a safe spot directly behind the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss.&lt;br /&gt;
&lt;br /&gt;
* If you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location, forcing everyone to retreat.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss to safely react to weapon-based mechanics whenever possible.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
&lt;br /&gt;
At various intervals, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; will cast &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, causing all players to be assigned a temperature level that must be handled throughout the battle. For visual reference, a marker above your head will occasionally display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. All players will also acquire a debuff (&#039;&#039;&#039;Intemperate&#039;&#039;&#039;) that will kill any player with an uneven temperature once it expires.&lt;br /&gt;
&lt;br /&gt;
Naturally, the goal is to keep your temperature in a neutral position by any means possible before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics will typically display their own thermometer-marker to indicate how hot or cold the mechanic is. If you fail to normalize your temperature in time, you will suffer an unavoidable death.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location that leaves a small safe-spot in the centre. Being hit by an AoE from one of the elements will inflict damage and (initially) inflict +1 square of temperature (element dependent). For example, if you have &#039;&#039;&#039;+1 Heat&#039;&#039;&#039;, you should intentionally stand in a point-blank AoE from an &#039;&#039;&#039;Ice Orb&#039;&#039;&#039; to be hit by &#039;&#039;&#039;+1 Cold&#039;&#039;&#039; to neutralize your temperature or vice versa.&lt;br /&gt;
&lt;br /&gt;
Initially, player temperatures will typically be set to +1 hot or +1 cold, with all orbs inflicting +1 of their respective element. As the fight progresses and the mechanic begins to loop, the temperature of the orbs (and players) will be a mix between +1 and +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; - covers the majority of the arena if a wreath of lethal flames that will kill any player who touches it, leaving only a safe horizontal strip to stand in near the southern part of the arena. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Swords&#039;&#039;&#039; and &#039;&#039;&#039;Ice Swords&#039;&#039;&#039; at the northern side. After the &#039;&#039;&#039;Fire Swords&#039;&#039;&#039; and &#039;&#039;&#039;Ice Swords&#039;&#039;&#039; at the end of the arena spawn, the pathways they are connected to will begin to flash multiple times, indicating all possible paths the swords could take through the veritable maze. Bear in mind that all paths lead to a square within the safe portion of the arena, and their true path always involves each sword-pattern turning whenever it first encounters a branch - as in, they will never ignore a left or right branch-path while travelling.&lt;br /&gt;
&lt;br /&gt;
Once they reach the safe area, the square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; based damage (+1) to any player standing within the square. As a result, players looking to normalize their temperature by being hit by an opposite element will need to identify where the element will land and stand on the relevant square, whilst those with a neutral temperature will need to avoid being hit by either element.&lt;br /&gt;
&lt;br /&gt;
Initially, players will only have to normalize a +1 temperature and there will only be one sword-pattern per element to watch for. As the fight progresses and the mechanics begin to loop, players will have +1 or +2 temperature to normalize, and there will be two patterns of &#039;&#039;&#039;Flaming Swords&#039;&#039;&#039; and two patterns of &#039;&#039;&#039;Ice Swords&#039;&#039;&#039; to watch out for, with each one dealing either +1 or +2 of their respective element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blades of Entropy (+2 Temp)&#039;&#039;&#039; - causes the boss to unleash four consecutive slashes to its left or right (covering half of the arena) one after the other - the direction of each slash being dictated by the side of the boss the sword is held in. For example, it may hold up a flaming sword in its right hand (indicating a flaming slash to its right side), followed by holding up an ice sword to its left (indicating a leftward swipe of ice), repeating until the boss has swiped four times in a row. The temperature of each swipe will be indicated by the thermometer-like marker above the bosses head. For example, it may hold up a left-fire sword (indicating a left-fire swipe) with the marker showing two-squares of heat, meaning it can inflict +2 &#039;&#039;&#039;Heat&#039;&#039;&#039; to any players hit.&lt;br /&gt;
&lt;br /&gt;
To normalize your temperature, players will want to be hit by the opposite element of the same temperature. For example, if you have +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; squares, you will need to intentionally be slashed by a +2 &#039;&#039;&#039;Fire&#039;&#039;&#039; swipe to normalize. If you have +1 &#039;&#039;&#039;Cold&#039;&#039;&#039;, make sure you get slashed by the +1 &#039;&#039;&#039;Heat&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
Once Trinity Avowed has been defeated, it&#039;s time to take on the final boss of the duty - &#039;&#039;&#039;The Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boss: The Queen==&lt;br /&gt;
&lt;br /&gt;
After all your trials and tribulations, players will now battle the queen in the same area as the previous boss, except this time, the arena will involve a circular &#039;&#039;&#039;Death-Wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out! To make matters worse, the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; will also populate the battle and use mechanics from the previous encounter.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide AoE, so be ready to shield and heal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a vicious tank-buster that also applies a very nasty &#039;&#039;&#039;Bleed&#039;&#039;&#039;, as well as a despicable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff which (thankfully) can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a moderate point-blank AoE will be dropped at the collision point. However, the lines themselves are safe to walk on (or through), so simply avoid any spot in the arena where any lines are about to meet each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death-wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that particular side of the arena will also be slashed. If you see the boss teleporting to the side of the arena, make sure you are standing on whichever side she is not aiming her blade at before charging. Any players hit by the initial charge or the arena swipe will be heavily damaged and afflicted with a nasty (but dispellable) DoT.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;God Save The Queen&#039;&#039;&#039; - a very vicious raid-wide AoE that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics (see below) and the eventual arrival of &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, which will be summoned into the fray and use mechanics from the previous boss battle later on.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - converts the arena into a literal chessboard that will soon be populated by two &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will order them to travel in the direction they are facing by a number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe. As such, players will need to identify where both pawns will land and quickly determine which lanes will be safe to stand in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - creates a numbered marker above a player&#039;s head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares &#039;&#039;&#039;away from the square they were originally standing on&#039;&#039;&#039;. After a delay, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn&#039;t move a sufficient amount of squares away from their starting point, they&#039;ll be in trouble.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; will be used simultaneously, causing two pawns to spawn within the arena that will move a set number of squares in the direction they are facing before firing straight-line AoE&#039;s down all non-diagonal lanes, with players simultaneously being forced to move a set number of squares beforehand. The challenge is to quickly identify squares that will not be shot by pawns and to land within their chosen safe-square after travelling the number of squares they were assigned by the boss. Remember, after you&#039;ve been assigned a number, moving too many squares, too few squares, landing in a lane that will be shot by a pawn, or not moving a sufficient distance from the start-square, are all ill-advised.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;God Save The Queen&#039;&#039;&#039; has been cast, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will eventually start casting &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;, which summons a combination of the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; to enter the arena and unleash their own mechanical combos.&lt;br /&gt;
&lt;br /&gt;
Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039;. Much like the previous battle with the guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; will create special turrets that will ricochet the gunner-unit&#039;s straight-line AoE&#039;s. Meanwhile, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; will be dropping large and small bombs throughout the arena. After a delay, all players (and all bombs) will be launched into the air, forcing players to stand by the larger bombs so that gravity drops them before they explode. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will also cast &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - the &#039;&#039;knockback-line&#039;&#039;, forcing players to position themselves so that they are knocked back towards a heavier bomb before the warrior-unit launches everything into the air (without being knocked into the &#039;&#039;&#039;Death Wall&#039;&#039;&#039; in the process).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039; and &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;. Just like earlier, the soldier-unit will deploy four non-targetable soldier-adds around the arena and tether itself to two of them. Afterwards, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs - but remember - only the adds that were previously tethered to the soldier-unit will execute their AoE attack. To complicate matters, &#039;&#039;&#039;The Queen&#039;&#039;&#039; will follow-up with &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - teleporting to the side of the arena and prepare to charge through the centre while slashing one half of the arena. After &#039;&#039;&#039;The Queen&#039;&#039;&#039; has finished her charge-attack, the knight-unit will begin to cast &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (tight donut-AoE), forcing the raid to move away from (or into) the knight-unit depending on which ability was chosen.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Gold Coin|1}}&lt;br /&gt;
{{Drops table row|Bozjan Silver Coin|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Avowed|1}}&lt;br /&gt;
{{Drops table row|Field Notes on the Trinity Seeker|1}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Early to Rise|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Gabriel Mark III Identification Key|1}}&lt;br /&gt;
{{Drops table row|Giving Chase (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Queen Awakens Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|The Sochen Cave Palace (Zodiac Age Version) Orchestrion Roll|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Gunner Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Knight Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Soldier Piece|1}}&lt;br /&gt;
{{Drops table row|Queen&#039;s Warrior Piece|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Beneath the wastes of Bozja Citadel lie the ruins of Queen Gunnhildr&#039;s kingdom. The temple at its heart, once a shining beacon of hope for Bozja, now remains forever shrouded in darkness. And it is there the Warrior of Light must lay the queen&#039;s legacy to rest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45 Features]] [[Category:Exploratory Missions]] [[Category:Shadowbringers]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:DelubrumReginae.png&amp;diff=276821</id>
		<title>File:DelubrumReginae.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:DelubrumReginae.png&amp;diff=276821"/>
		<updated>2021-03-20T21:22:13Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
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&lt;div&gt;DelubrumReginae.png&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276820</id>
		<title>The Baldesion Arsenal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276820"/>
		<updated>2021-03-20T21:17:26Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
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&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = The_baldesion_arsenal1.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 70&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 25&lt;br /&gt;
| entrance = Eureka Hydatos&lt;br /&gt;
| patch = 4.55&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
{{see also|The Forbidden Land, Eureka Hydatos}}&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
The Baldesion Arsenal is a challenging open-dungeon that can only be accessed by [[Disciples of War]] or [[Disciples of Magic]] who have completed the Eureka storyline and also sport an elemental level of 60.&lt;br /&gt;
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Assuming you are up to date with the storyline and meet the above requirements, access to the dungeon is gained via portals around the map that can only be spawned by completing the Boss FATE: &amp;quot;&#039;&#039;&#039;[[I Don&#039;t Want to Believe]]&#039;&#039;&#039;&amp;quot;. The FATE usually spawns during &#039;&#039;&#039;Umbral Turbulence&#039;&#039;&#039; weather and will provide a special notification to participants when it appears. The FATE can also be somewhat coaxed into spawning by repeatedly slaying Sprites that inhabit Sprite Island, though it may not spawn at all if there are players already inside The Baldesion Arsenal.&lt;br /&gt;
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Once the FATE boss ([[Ovni]]) has been defeated, a large number of &#039;&#039;&#039;blue&#039;&#039;&#039; portals will appear throughout the zone, and all players who sufficiently participated in the FATE will be granted a special 10-minute buff (&#039;&#039;&#039;Aetherically Primed&#039;&#039;&#039;) that allows them to enter one of the blue portals immediately. If you wish to enter the dungeon but did not acquire the buff, don&#039;t worry - the portals will eventually turn &#039;&#039;&#039;red&#039;&#039;&#039; after 5 minutes of real-time, meaning that they can now be entered even without the buff. Keep in mind that portals can also be spawned by players inside the duty once they accomplish certain feats on the way to the third boss, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, which will allow additional players to join the fray.&lt;br /&gt;
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==Prepare for the Worst==&lt;br /&gt;
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Before delving into the depths of the dungeon, be sure to rally your allies, stock up on appropriate &#039;&#039;&#039;[[Logos Actions]]&#039;&#039;&#039; and form a versatile team. As an open duty, parties are not role-restricted (i.e., you don&#039;t have to enter with 2 tanks, 2 healers and 4 damage-dealers), though it may be wise to form something similar for the upcoming challenges. Considering that various mechanics and raid-wide AoE&#039;s can easily slay an unprepared player and end their run, make sure you (and/or fellow teammates) are sporting enough defensive and utility-based actions. Your run will end if you accept a KO-Return, or leave the instance for any reason (such as teleporting out or losing your connection).&lt;br /&gt;
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Unlike standard content, players cannot be raised by normal means. Should you fall for any reason, you can only be raised by someone carrying the &#039;&#039;&#039;[[Sacrifice L]]&#039;&#039;&#039; (Logos Action) or a Healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. As a result, all players (regardless of role) should be extra cautious whilst travelling through the dungeon. Not only will you face packs of dangerous enemies, but you will also encounter devastating &#039;&#039;&#039;Trap Tiles&#039;&#039;&#039; that can only be spotted by players with &#039;&#039;&#039;[[Perception L]]&#039;&#039;&#039; (Logos Action). If you are not one of them, make sure to stay behind someone who does.&lt;br /&gt;
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There are four boss encounters in total within The Baldesion Arsenal, all hiding behind a gauntlet full of dangers, including trash packs that can hit surprisingly hard, not to mention the trap-laden rooms and corridors. Seeing as being KO&#039;d can end your run prematurely, it is wise to give tanks a little extra time to generate enmity before you attack, and never stray far from your designated &#039;&#039;&#039;Perception&#039;&#039;&#039; scouts even if you think the area is safe.&lt;br /&gt;
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Lastly, the duty timer will start at 25 minutes, yet you will gain additional time whenever you successfully conquer a major room or boos encounter. Furthermore, this will also extend your Hydatos (outside) duty time, not just your in-dungeon time.&lt;br /&gt;
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==Boss: Art &amp;amp; Owain (The Twin Spears)==&lt;br /&gt;
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Before taking on your first boss encounter, participants will need to split up and head down one of two routes - one leading to &#039;&#039;&#039;Art, the Black Spear&#039;&#039;&#039; and the other to &#039;&#039;&#039;Owain, the White Spear&#039;&#039;&#039;. However, should a group reduce a boss to 1 HP, it will remain alive for as long as the other has more than 1 HP.&lt;br /&gt;
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Below is a list of notable mechanics from both bosses:&lt;br /&gt;
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===Art, The Black Spear===&lt;br /&gt;
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*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
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*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
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*&#039;&#039;&#039;Spears&#039;&#039;&#039; - the boss will create a collection of spears around the arena that will tether themselves to the boss and mimic the bosses next &#039;&#039;&#039;Legendcarver&#039;&#039;&#039; or &#039;&#039;&#039;Legendspinner&#039;&#039;&#039; shortly after it has been executed. Whenever spears are present, be ready to avoid mechanics from the boss and immediately reposition yourself to avoid the same mechanic from the location of the spears.&lt;br /&gt;
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*&#039;&#039;&#039;Legendcarver&#039;&#039;&#039; - a point-blank AoE. If there are any spears present within the arena, they will also project their own point-blank AoE shortly after the boss has executed its own version. As such, players will need to dodge the bosses point-blank AoE, then immediately move away to avoid further point-blank AoE&#039;s from the spears.&lt;br /&gt;
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*&#039;&#039;&#039;Legendspinner&#039;&#039;&#039; - a donut AoE. Just like above, players will need to position themselves to avoid a donut AoE (centered on the boss), then reposition themselves to avoid donut AoE&#039;s from the spears shortly afterwards.&lt;br /&gt;
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*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
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*&#039;&#039;&#039;Gravity Ball&#039;&#039;&#039; - causes Art to leap away, leaving behind a proximity marker than will eventually deal damage to all players depending on how close they are to the point of impact. As such, the entire group should move as far from the marker as possible. To complicate matters, one member of the group will also be marked with an AoE that will eventually chase them around the room for a period of time, repeatedly detonating each time it moves. As a result, the player marked with the mobile AoE should make a point of running away from the rest of the group and staying on the move until the AoE dissipates (whilst also staying as far away from the proximity marker impact zone as possible).&lt;br /&gt;
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*&#039;&#039;&#039;Legendary Geas&#039;&#039;&#039; - causes the arena floor to visibly turn black. Once this happens, any player who moves will acquire a &#039;&#039;&#039;Heavy&#039;&#039;&#039; (slow) debuff that will drastically cripple their movement speed. Soon after, players will be forced to avoid various line-AoE&#039;s. Assuming you haven&#039;t acquired the slow-debuff, they will be easy to avoid, whereas players who moved whilst the arena turned black will find it infinitely harder to move out of harm&#039;s way.&lt;br /&gt;
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===Owain, The White Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
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*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
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*&#039;&#039;&#039;Elemental Shift&#039;&#039;&#039; - causes the boss to shift to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. For a visual aid, keep your eyes on the orbs that float around the boss - they will adopt a fire or ice theme depending on the chosen element.&lt;br /&gt;
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*&#039;&#039;&#039;Mythcall&#039;&#039;&#039; - causes the boss to summon a ring of spears around the battlefield, all of which are attuned to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. As a rule of thumb, any spear that has the exact same element as the boss will also cast its own version of &#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; (see below) at the exact same as the boss - no delays.&lt;br /&gt;
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*&#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; - causes the boss to emit a point-blank AoE that should be avoided at all costs. Furthermore, if there are any spears present within the arena of the same element as the one being used by the boss, they will also emit a point-blank AoE at the exact same time, so be sure to keep an eye out for identical elements.&lt;br /&gt;
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*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
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*&#039;&#039;&#039;Hands&#039;&#039;&#039; - the boss summons a collection of targetable &#039;&#039;&#039;hands&#039;&#039;&#039; that will tether themselves to various players. Whilst alive, each hand will acquire a persistent &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; buff and slowly move towards their tethered target. If the hand reaches its target, the victim will be auto-attacked for tremendous (possibly fatal) damage. To avoid this fate, tethered players can stop their tethered &#039;&#039;&#039;hand&#039;&#039;&#039; from moving by looking directly towards it. In addition, the &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; can only be removed once the tethered player moves close enough to their respective hand. If you are one of these tethered victims, simply look towards your pursuing hand to root it in place, then carefully move close to it. Once the resistance buff has been removed, you (and fellow teammates) will be able to slay the hand. However, make sure not to turn your back to the hand whilst close by or it may potentially one-shot you.&lt;br /&gt;
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==Boss: Raiden==&lt;br /&gt;
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The second boss, Raiden, awaits you within a circular arena atop his faithful steed. After some introductory mechanics, he will erect an electrified death-wall around the arena, so make sure you are not standing too close to the outer wall beforehand.&lt;br /&gt;
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*&#039;&#039;&#039;Shingan&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
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*&#039;&#039;&#039;Spirits of the Fallen&#039;&#039;&#039; - unavoidable raid-wide damage.&lt;br /&gt;
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*&#039;&#039;&#039;Thundercall&#039;&#039;&#039; - causes the arena to generate an electrical &#039;&#039;&#039;death-wall&#039;&#039;&#039; for the remainder of the battle. Once the outer edge has been electrified, any player who touches the wall for any reason will immediately be KO&#039;d, so avoid at all costs!&lt;br /&gt;
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*&#039;&#039;&#039;Booming Lament&#039;&#039;&#039; - a telegraphed ground-AoE. Unlike various other telegraphed AoE&#039;s, &#039;&#039;&#039;Booming Lament&#039;&#039;&#039; takes time to resolve, so do not rush back into the marked area too quickly or you may face delayed consequences.&lt;br /&gt;
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*&#039;&#039;&#039;Ame-no-Sakahoki&#039;&#039;&#039; - Raiden prepares to execute an evasive backflip in a certain direction, followed by a very quick (and very large) AoE being dropped at his previous location. For best results, be ready to pre-emptively move away from the boss before (or during) the backflip rather than waiting for the telegraph itself. In a lot of cases, Raiden may use &#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; or &#039;&#039;&#039;For Honor&#039;&#039;&#039; after each flip, so be ready to dodge the initial AoE and be ready to react to a follow-up mechanic.&lt;br /&gt;
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*&#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; - Raiden visibly raises his sword in the air. After a brief delay, the entire arena will be blasted by an electric donut AoE from his current location. If you see Raiden raise his weapon, quickly move into his hitbox to avoid the upcoming blast. &lt;br /&gt;
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*&#039;&#039;&#039;For Honor&#039;&#039;&#039; - Raiden visibly lowers his sword towards the ground. After a brief delay, he will execute an untelegraphed frontal AoE, somewhat similar to the chariot AoE used by Rofocale in The Royal City of Rabanastre.&lt;br /&gt;
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*&#039;&#039;&#039;Charge Attack&#039;&#039;&#039; - causes Raiden to leap out of the arena and re-appear somewhere outside. Soon after, Raiden will noticeably prepare to charge through the centre of the arena and slash one half with his sword - indicated by a sword-waving animation that ends with Raiden holding it either to his left or right. However, before he charges, multiple circular AoE&#039;s will be dropped beneath random players feet, forcing everyone to move. It is wise to bait the circles by having the group stack in the centre once Raiden has exited the arena, which also gives everyone plenty of time to see which side of the arena the boss will slash, allowing everyone to dodge the AoE circles in the direction of the safe half of the arena. Once Raiden has charged, he will become targetable once more.&lt;br /&gt;
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*&#039;&#039;&#039;Lancing Bolt&#039;&#039;&#039; - causes six random players to receive a large circle AoE marker. After a delay, a spectral sword will be dropped at each marked location. Once dropped, the swords will tether themselves to Raiden, who will begin long-casting an &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; attack. The group will have a limited amount of time to kill each and every sword before the long-cast goes off.&lt;br /&gt;
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*&#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; - an unavoidable raid-buster that may wipe the team if any spectral swords are active once the cast goes off. Players must burst down as many swords as possible - preferably all of them - in order to survive. Once all of the spectral swords have been slain, Raiden&#039;s &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; cast will be cancelled outright.&lt;br /&gt;
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*&#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039; - Raiden rears up and begins to summon waves of exaflares -- AoE circles that spawn around the outer edges of the arena and begin to travel across the platform from one side to the other in a straight line. Due to the lane-like nature of the mechanic, an easy method of avoiding them is to simply stand beside a recently spawned circle, wait for it to begin travelling, then move behind it into the newly created safe-spot. However, Raiden will complicate matters by casting &#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; once the exaflares begin to travel.&lt;br /&gt;
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*&#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; - drops AoE circles beneath random players feet, whilst simultaneously tethering pairs of players together with breakable &#039;&#039;&#039;chains&#039;&#039;&#039;. In order to break a chain, the tethered pair needs to move as far apart as possible until the chain snaps. Should a chain remain unbroken, both players will take continuous damage. Bear in mind that tethered players may need to weave between travelling exaflares and also avoiding the AoE circles dropped beneath party members in order to break their chains. Don&#039;t panic!&lt;br /&gt;
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*&#039;&#039;&#039;Levinwhorl&#039;&#039;&#039; - a hefty and unavoidable raid-wide AoE that warrants as many shields and defensive cooldowns that you can spare.&lt;br /&gt;
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If Raiden is still active at this point, he will begin to execute previously used mechanics with some degree of overlap or variation - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
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==Boss: Absolute Virtue==&lt;br /&gt;
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The third boss, Absolute Virtue, has a super-buff that can only be removed by clearing out a total of six side-rooms, each of which contains a switch that will lock the door and spawn a wave of enemies.&lt;br /&gt;
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The group should split up into six teams and head inside their chosen rooms. Much like the rest of the dungeon, players should also make an effort to scout for traps using &#039;&#039;&#039;Perception&#039;&#039;&#039; beforehand, just-in-case. Assuming all buttons are pressed, a new FATE (&#039;&#039;&#039;The Baldesion Arsenal: Expedition Support&#039;&#039;&#039;) will appear at the south side of Hydatos. If successfully cleared, Absolute Virtue will be respawned without the super-buff and an additional 8 portals will be created, allowing more players to join the fray.&lt;br /&gt;
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Once you&#039;ve regrouped, it&#039;s time to take on the boss - which is certainly more challenging than the previous two encounters.&lt;br /&gt;
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Notable mechanics include:&lt;br /&gt;
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*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - summons forth a meteor that plummets into the arena, dealing unavoidable raid-wide damage.&lt;br /&gt;
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*&#039;&#039;&#039;Auroral Wind&#039;&#039;&#039; - a vicious tank-buster with a light AoE component. If not tanking the boss, be sure to stay away from the main-tank.&lt;br /&gt;
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*&#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; - causes the boss to emit a conal-AoE towards a random player that everyone should avoid. Seeing as the cone can reach across the entire arena, all players should remain somewhat close to the boss to make dodging easier and/or try to keep the boss in the centre of the arena as much as possible to make life easier.&lt;br /&gt;
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*&#039;&#039;&#039;Eidos&#039;&#039;&#039; - causes Absolute Virtue to buff itself via a &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039; buff, indicated by floating rock-like orbs around its wrists that will spawn (on the first cast) or change colour (on any additional cast) to represent the buff-type. Keep the colour in mind as the buff will alter the effects of &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; and &#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; later on.&lt;br /&gt;
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*&#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; - creates several smallish-sized AoE circles within the arena that can either be &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;. The trick is that pools of the same colour as Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff will drastically grow in size just before detonating. As a result, all players should double-check the colour of the orbs floating around the bosses wrists and make sure that give all pools of the same colour a very wide berth. Meanwhile, any pools of the opposite colour will detonate normally.&lt;br /&gt;
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*&#039;&#039;&#039;Impact Stream&#039;&#039;&#039; - the arena will suddenly be split in half - one half being &#039;&#039;&#039;Light&#039;&#039;&#039; and the other half &#039;&#039;&#039;Dark&#039;&#039;&#039;. After a brief delay, both sides of the arena will detonate. The goal is to stand in the half that has the opposite colour of Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff. For example, if Absolute Virtue has the &#039;&#039;&#039;Light&#039;&#039;&#039; buff, players should immediately run to the &#039;&#039;&#039;Dark&#039;&#039;&#039; half of the arena. If you&#039;re unsure of which buff it currently has, take a look at the floating orbs around its wrists. However, players will only have a short amount of time to move before both halves of the arena detonate. Once the arena explodes, all players standing in the &#039;&#039;&#039;same&#039;&#039;&#039; colour will be slain, whereas players standing in the &#039;&#039;&#039;opposite&#039;&#039;&#039; colour will take high damage instead.&lt;br /&gt;
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*&#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; - spawns several light &amp;amp; dark circles within the arena, each one containing an orb of the same colour. Once spawned, all orbs will tether to random players and slowly begin to chase them down. To safely remove an orb, each tethered player should stand within a circle of the opposite colour before allowing it to collide with them. For example, if you are tethered to a white orb, run to an empty black circle and then wait for the orb to collide with you.&lt;br /&gt;
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*&#039;&#039;&#039;Absolute Clones&#039;&#039;&#039; - causes the boss to leap out of the arena, leaving behind three proximity markers which everyone should move away from before impact. Eventually, three clones of Absolute Virtue will be present outside of the arena - each with their own &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff (light or dark). All three clones will begin to use &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; one after the other - slicing the arena in half (light &amp;amp; dark). Just like before, all players will need to quickly identify which &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff the casting-clone has and then quickly move into the opposite colour, then repeat the process for the other clones. Once all three casts have gone off, a proximity marker will spawn in the arena (indicating where the real boss will land). Run as far as possible to avoid excess damage.&lt;br /&gt;
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*&#039;&#039;&#039;Wyvern Adds (Lightning)&#039;&#039;&#039; - creates two Wyvern adds within the arena that are attuned to Lightning. A tank will need to pick these up while the rest of the raid burn them down as soon as possible -- and don&#039;t forget to swap to the appropriate element! If not killed in time, the adds will eventually detonate, inflicting raid-wide damage along with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. To complicate matters, the boss will also cycle through &#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; (orbs) and &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; (cone AoE&#039;s) whilst the Wyvern adds are active, so watch out!&lt;br /&gt;
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Now that you have witnessed all of Absolute Virtue&#039;s mechanics, they will cycle with various overlap. However, if the boss isn&#039;t defeated in time, it will eventually &#039;&#039;&#039;Enrage&#039;&#039;&#039;, gaining a major damage boost.&lt;br /&gt;
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==Boss: Proto Ozma==&lt;br /&gt;
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&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; is a variation of the Final Fantasy IX super-boss who previously made an alternate appearance in [[The Weeping City of Mhach]]. Players who are familiar with the Weeping City version are in for a similar experience, yet infinitely more varied and deadly by comparison. Just like in the Weeping City, each group will need to position themselves on one of three platforms located around Ozma and be ready to react to its ever-shifting forms. Weeping City Ozma used to treat players with a quick trip to an alternate dimension mid-encounter, whereas &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; can eject you from the duty altogether if you fail to position properly during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
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However, unlike the previous version of Ozma, the Proto version has an additional Spiked form, bringing in new mechanics, not to mention the fact that Ozmashades (mini-clones of the boss) will be executing their own version of the bosses mechanics nearby for the entirety of the battle. All players will need to keep a close eye on which form Ozma (and the Ozmashades) are transforming into, then react accordingly to each, one after the other. Lastly, Ozma&#039;s auto-attacks will also differ depending on its current form, each one being its own mini-mechanic.&lt;br /&gt;
&lt;br /&gt;
Ozma always begins in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form and its first &#039;&#039;&#039;Formshift&#039;&#039;&#039; will always be into &#039;&#039;&#039;Spike&#039;&#039;&#039; form, then become entirely random from then on. Below is a list of all its forms and form shift mechanics.&lt;br /&gt;
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===Sphere Form===&lt;br /&gt;
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&#039;&#039;&#039;Sphere - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms back into a &#039;&#039;&#039;Sphere&#039;&#039;&#039; once again, it is usually to cast &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - a mechanic that sucks up unfortunate victims and spits them out of the dungeon, ending their run. Before &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off, 6 panels will light up around the arena. Each panel requires at least one player to stand in it to prevent &#039;&#039;&#039;all&#039;&#039;&#039; players from being sucked in. If there is at least one player on all panels, any player who is not standing on a panel by the time &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off will be unceremoniously chucked out of the dungeon.&lt;br /&gt;
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&#039;&#039;&#039;Sphere - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, the player with the highest enmity (from each group) will be frequently peppered with regular single-target auto-attacks with no additional components. However, Ozma may change targets and blast a squishy random if there are no targets present on the main platform.&lt;br /&gt;
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===Spiked Form===&lt;br /&gt;
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&#039;&#039;&#039;Spiked - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Spiked&#039;&#039;&#039; form, a large &#039;&#039;&#039;point-blank AoE&#039;&#039;&#039; will soon be emitted from its current location. All players will need to move away from the boss (or shade) to avoid damage.&lt;br /&gt;
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&#039;&#039;&#039;Spiked - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form, random players from each group/platform will be bombarded with shared-damage mini-AoEs. For best results, each group should remain as closely stacked as possible for the entire duration of Ozma&#039;s spiked form in order to reduce the overall damage intake.&lt;br /&gt;
&lt;br /&gt;
===Triangle Form===&lt;br /&gt;
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&#039;&#039;&#039;Triangle - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, it will eventually shoot a &#039;&#039;&#039;large column AoE&#039;&#039;&#039; down the platform. All players should be ready to move left or right onto the smaller walkways (off their main platform) to avoid the blast, then run back to their platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form, Ozma&#039;s auto-attacks will hit a random faraway player with a &#039;&#039;&#039;Bleed&#039;&#039;&#039; DoT, shot in the form of a mini-AoE. If all players are in melee range or clustered too close together, the results can get very nasty seeing as the AoE component can overlap bleeds and damage onto multiple people. As such, it is wise to have one player (per platform) stand a little further away from Ozma than the rest so that the bleed-attack can be baited and easily cleansed.&lt;br /&gt;
&lt;br /&gt;
===Cube Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, it will eventually emit a very tight &#039;&#039;&#039;donut AoE&#039;&#039;&#039;. Players will need to make sure that they move in very close to Ozma (or the Ozmashade) to avoid being blasted. Also, floating orbs will also be spawned that will slowly begin rotating around the small walkways. Off-tanks (with mitigation CD&#039;s) should make a point of popping these away from the rest of the raid before they float over to the main platforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form, it will emit a straight-line AoE through the highest enmity member of each group - typically all three tanks. As a result, all other players should remain to the side of their respective tank for the duration of cube form to avoid being clipped by the frequent straight-line AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; Both the Ozmashades and Ozma itself will be executing shape-related mechanics one after the other throughout the encounter -- Ozmashades first, then Ozma itself. For example, if you notice an &#039;&#039;&#039;Ozmashade&#039;&#039;&#039; behind you that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, and Ozma itself begins to transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, this means that all members of the group should first run to the Ozmashade to avoid the (Cube) &#039;&#039;&#039;Donut AoE&#039;&#039;&#039;, then immediately run off the platform to avoid Ozma&#039;s (Triangle) &#039;&#039;&#039;straight-line AoE&#039;&#039;&#039;. There are numerous combos, as well as other mechanics that can overlap them, so just keep in mind that you will typically react to the Ozmashade version first, then the boss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
While dealing with Ozma + Ozmashade form-shift combinations, various other mechanics will overlap. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Impact&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Two players from each platform will acquire a massive purple meteor-AoE circle. After a delay, all marked players will drop a proximity marker at their current locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting Star&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form. Causes all three platforms to gain a large &#039;&#039;&#039;Knockback&#039;&#039;&#039; indicator that will eventually punt all players on the platform a small distance. As a rule of thumb, all players should aim themselves so they are knocked either to the front of the platform (towards Ozma) or to the back of the platform (towards the Ozmashade). This becomes more apparent when &#039;&#039;&#039;Shooting Star&#039;&#039;&#039; takes place during certain form-shifts. For example, players may need to let themselves be pushed towards an Ozmashade that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039; (seeing as it will unleash a donut AoE shortly after) and/or away from Ozma or an Ozmashade that is transforming into &#039;&#039;&#039;Spiked&#039;&#039;&#039; form (away from their upcoming point-blank AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes a random player to acquire an obvious stack-marker, forcing the raid to group up in order to absorb upcoming damage. Bear in mind that &#039;&#039;&#039;Meteor&#039;&#039;&#039; will apply a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff on all affected players, thus the main tanks should avoid stacking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes the boss to unleash a raid-wide AoE that inflicts a small knockback. All players should ensure that they are not positioned too close to the edge if they wish to avoid being punted into the void to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Causes players to acquire a debuff with a duration of 8-24 seconds. Once the timer is nearing its end, a countdown icon in the form of a downward counting dice will appear over affected players heads. If the player is moving or performing any actions when the dice countdown to zero, they will immediately be blasted to 10% health and receive a nasty &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. If you have this debuff and notice the dice icon above your head, it is wise to press escape (or sheath your weapon) to stop yourself from auto-attacking and refrain from pressing any movement keys whatsoever.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ozma will confuse and confound players will all manner of mechanical combinations from itself and its Ozmashades, but should you be successful, you will gain an achievement that automatically provides you with your very own &#039;&#039;&#039;[[Demi-Ozma (Mount)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
There is various loot to be had from the Baldesion Arsenal - with most encounters providing &#039;&#039;&#039;Eureka Fragment&#039;&#039;&#039; and &#039;&#039;&#039;Cryptic Seal&#039;&#039;&#039;, alongside various boss-specific loot and other goodies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eureka Fragment]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Cryptic Seal]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Damascene Cloth]]&#039;&#039;&#039; (&#039;&#039;&#039;Raiden&#039;&#039;&#039;, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Great Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Conditional Virtue]]] (&#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Turmoil Orchestrion Roll]] (&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Obscure Logogram]]] (&#039;&#039;&#039;Additional Coffers&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
[[Category:The Forbidden Land]] [[Category:Exploratory Missions]] [[Category:Patch 4.55 Features]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276469</id>
		<title>The Baldesion Arsenal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276469"/>
		<updated>2021-03-13T19:31:12Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = The_baldesion_arsenal1.png&lt;br /&gt;
| type = duty&lt;br /&gt;
| level = 70&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 25&lt;br /&gt;
| entrance = Eureka Hydatos&lt;br /&gt;
| patch = 4.55&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
{{see also|The Forbidden Land, Eureka Hydatos}}&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
The Baldesion Arsenal is a challenging open-dungeon that can only be accessed by [[Disciples of War]] or [[Disciples of Magic]] who have completed the Eureka storyline and also sport an elemental level of 60.&lt;br /&gt;
&lt;br /&gt;
Assuming you are up to date with the storyline and meet the above requirements, access to the dungeon is gained via portals around the map that can only be spawned by completing the Boss FATE: &amp;quot;&#039;&#039;&#039;[[I Don&#039;t Want to Believe]]&#039;&#039;&#039;&amp;quot;. The FATE usually spawns during &#039;&#039;&#039;Umbral Turbulence&#039;&#039;&#039; weather and will provide a special notification to participants when it appears. The FATE can also be somewhat coaxed into spawning by repeatedly slaying Sprites that inhabit Sprite Island, though it may not spawn at all if there are players already inside The Baldesion Arsenal.&lt;br /&gt;
&lt;br /&gt;
Once the FATE boss ([[Ovni]]) has been defeated, a large number of &#039;&#039;&#039;blue&#039;&#039;&#039; portals will appear throughout the zone, and all players who sufficiently participated in the FATE will be granted a special 10-minute buff (&#039;&#039;&#039;Aetherically Primed&#039;&#039;&#039;) that allows them to enter one of the blue portals immediately. If you wish to enter the dungeon but did not acquire the buff, don&#039;t worry - the portals will eventually turn &#039;&#039;&#039;red&#039;&#039;&#039; after 5 minutes of real-time, meaning that they can now be entered even without the buff. Keep in mind that portals can also be spawned by players inside the duty once they accomplish certain feats on the way to the third boss, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, which will allow additional players to join the fray.&lt;br /&gt;
&lt;br /&gt;
==Prepare for the Worst==&lt;br /&gt;
&lt;br /&gt;
Before delving into the depths of the dungeon, be sure to rally your allies, stock up on appropriate &#039;&#039;&#039;Logos Actions&#039;&#039;&#039; and form a versatile team. As an open duty, parties are not role-restricted (i.e., you don&#039;t have to enter with 2 tanks, 2 healers and 4 damage-dealers), though it may be wise to form something similar for the upcoming challenges. Considering that various mechanics and raid-wide AoE&#039;s can easily slay an unprepared player and end their run, make sure you (and/or fellow teammates) are sporting enough defensive and utility-based actions. Your run will end if you accept a KO-Return, or leave the instance for any reason (such as teleporting out or losing your connection).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be raised by normal means. Should you fall for any reason, you can only be raised by someone carrying the &#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Logos Action) or a Healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. As a result, all players (regardless of role) should be extra cautious whilst travelling through the dungeon. Not only will you face packs of dangerous enemies, but you will also encounter devastating &#039;&#039;&#039;Trap Tiles&#039;&#039;&#039; that can only be spotted by players with &#039;&#039;&#039;Perception&#039;&#039;&#039; (Logos Action). If you are not one of them, make sure to stay behind someone who does.&lt;br /&gt;
&lt;br /&gt;
There are four boss encounters in total within The Baldesion Arsenal, all hiding behind a gauntlet full of dangers, including trash packs that can hit surprisingly hard, not to mention the trap-laden rooms and corridors. Seeing as being KO&#039;d can end your run prematurely, it is wise to give tanks a little extra time to generate enmity before you attack, and never stray far from your designated &#039;&#039;&#039;Perception&#039;&#039;&#039; scouts even if you think the area is safe.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty timer will start at 25 minutes, yet you will gain additional time whenever you successfully conquer a major room or boos encounter. Furthermore, this will also extend your Hydatos (outside) duty time, not just your in-dungeon time.&lt;br /&gt;
&lt;br /&gt;
==Boss: Art &amp;amp; Owain (The Twin Spears)==&lt;br /&gt;
&lt;br /&gt;
Before taking on your first boss encounter, participants will need to split up and head down one of two routes - one leading to &#039;&#039;&#039;Art, the Black Spear&#039;&#039;&#039; and the other to &#039;&#039;&#039;Owain, the White Spear&#039;&#039;&#039;. However, should a group reduce a boss to 1 HP, it will remain alive for as long as the other has more than 1 HP.&lt;br /&gt;
&lt;br /&gt;
Below is a list of notable mechanics from both bosses:&lt;br /&gt;
&lt;br /&gt;
===Art, The Black Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spears&#039;&#039;&#039; - the boss will create a collection of spears around the arena that will tether themselves to the boss and mimic the bosses next &#039;&#039;&#039;Legendcarver&#039;&#039;&#039; or &#039;&#039;&#039;Legendspinner&#039;&#039;&#039; shortly after it has been executed. Whenever spears are present, be ready to avoid mechanics from the boss and immediately reposition yourself to avoid the same mechanic from the location of the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendcarver&#039;&#039;&#039; - a point-blank AoE. If there are any spears present within the arena, they will also project their own point-blank AoE shortly after the boss has executed its own version. As such, players will need to dodge the bosses point-blank AoE, then immediately move away to avoid further point-blank AoE&#039;s from the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendspinner&#039;&#039;&#039; - a donut AoE. Just like above, players will need to position themselves to avoid a donut AoE (centered on the boss), then reposition themselves to avoid donut AoE&#039;s from the spears shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravity Ball&#039;&#039;&#039; - causes Art to leap away, leaving behind a proximity marker than will eventually deal damage to all players depending on how close they are to the point of impact. As such, the entire group should move as far from the marker as possible. To complicate matters, one member of the group will also be marked with an AoE that will eventually chase them around the room for a period of time, repeatedly detonating each time it moves. As a result, the player marked with the mobile AoE should make a point of running away from the rest of the group and staying on the move until the AoE dissipates (whilst also staying as far away from the proximity marker impact zone as possible).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendary Geas&#039;&#039;&#039; - causes the arena floor to visibly turn black. Once this happens, any player who moves will acquire a &#039;&#039;&#039;Heavy&#039;&#039;&#039; (slow) debuff that will drastically cripple their movement speed. Soon after, players will be forced to avoid various line-AoE&#039;s. Assuming you haven&#039;t acquired the slow-debuff, they will be easy to avoid, whereas players who moved whilst the arena turned black will find it infinitely harder to move out of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
===Owain, The White Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shift&#039;&#039;&#039; - causes the boss to shift to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. For a visual aid, keep your eyes on the orbs that float around the boss - they will adopt a fire or ice theme depending on the chosen element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mythcall&#039;&#039;&#039; - causes the boss to summon a ring of spears around the battlefield, all of which are attuned to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. As a rule of thumb, any spear that has the exact same element as the boss will also cast its own version of &#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; (see below) at the exact same as the boss - no delays.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; - causes the boss to emit a point-blank AoE that should be avoided at all costs. Furthermore, if there are any spears present within the arena of the same element as the one being used by the boss, they will also emit a point-blank AoE at the exact same time, so be sure to keep an eye out for identical elements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands&#039;&#039;&#039; - the boss summons a collection of targetable &#039;&#039;&#039;hands&#039;&#039;&#039; that will tether themselves to various players. Whilst alive, each hand will acquire a persistent &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; buff and slowly move towards their tethered target. If the hand reaches its target, the victim will be auto-attacked for tremendous (possibly fatal) damage. To avoid this fate, tethered players can stop their tethered &#039;&#039;&#039;hand&#039;&#039;&#039; from moving by looking directly towards it. In addition, the &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; can only be removed once the tethered player moves close enough to their respective hand. If you are one of these tethered victims, simply look towards your pursuing hand to root it in place, then carefully move close to it. Once the resistance buff has been removed, you (and fellow teammates) will be able to slay the hand. However, make sure not to turn your back to the hand whilst close by or it may potentially one-shot you.&lt;br /&gt;
&lt;br /&gt;
==Boss: Raiden==&lt;br /&gt;
&lt;br /&gt;
The second boss, Raiden, awaits you within a circular arena atop his faithful steed. After some introductory mechanics, he will erect an electrified death-wall around the arena, so make sure you are not standing too close to the outer wall beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shingan&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirits of the Fallen&#039;&#039;&#039; - unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thundercall&#039;&#039;&#039; - causes the arena to generate an electrical &#039;&#039;&#039;death-wall&#039;&#039;&#039; for the remainder of the battle. Once the outer edge has been electrified, any player who touches the wall for any reason will immediately be KO&#039;d, so avoid at all costs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booming Lament&#039;&#039;&#039; - a telegraphed ground-AoE. Unlike various other telegraphed AoE&#039;s, &#039;&#039;&#039;Booming Lament&#039;&#039;&#039; takes time to resolve, so do not rush back into the marked area too quickly or you may face delayed consequences.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ame-no-Sakahoki&#039;&#039;&#039; - Raiden prepares to execute an evasive backflip in a certain direction, followed by a very quick (and very large) AoE being dropped at his previous location. For best results, be ready to pre-emptively move away from the boss before (or during) the backflip rather than waiting for the telegraph itself. In a lot of cases, Raiden may use &#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; or &#039;&#039;&#039;For Honor&#039;&#039;&#039; after each flip, so be ready to dodge the initial AoE and be ready to react to a follow-up mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; - Raiden visibly raises his sword in the air. After a brief delay, the entire arena will be blasted by an electric donut AoE from his current location. If you see Raiden raise his weapon, quickly move into his hitbox to avoid the upcoming blast. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;For Honor&#039;&#039;&#039; - Raiden visibly lowers his sword towards the ground. After a brief delay, he will execute an untelegraphed frontal AoE, somewhat similar to the chariot AoE used by Rofocale in The Royal City of Rabanastre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charge Attack&#039;&#039;&#039; - causes Raiden to leap out of the arena and re-appear somewhere outside. Soon after, Raiden will noticeably prepare to charge through the centre of the arena and slash one half with his sword - indicated by a sword-waving animation that ends with Raiden holding it either to his left or right. However, before he charges, multiple circular AoE&#039;s will be dropped beneath random players feet, forcing everyone to move. It is wise to bait the circles by having the group stack in the centre once Raiden has exited the arena, which also gives everyone plenty of time to see which side of the arena the boss will slash, allowing everyone to dodge the AoE circles in the direction of the safe half of the arena. Once Raiden has charged, he will become targetable once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lancing Bolt&#039;&#039;&#039; - causes six random players to receive a large circle AoE marker. After a delay, a spectral sword will be dropped at each marked location. Once dropped, the swords will tether themselves to Raiden, who will begin long-casting an &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; attack. The group will have a limited amount of time to kill each and every sword before the long-cast goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; - an unavoidable raid-buster that may wipe the team if any spectral swords are active once the cast goes off. Players must burst down as many swords as possible - preferably all of them - in order to survive. Once all of the spectral swords have been slain, Raiden&#039;s &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; cast will be cancelled outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039; - Raiden rears up and begins to summon waves of exaflares -- AoE circles that spawn around the outer edges of the arena and begin to travel across the platform from one side to the other in a straight line. Due to the lane-like nature of the mechanic, an easy method of avoiding them is to simply stand beside a recently spawned circle, wait for it to begin travelling, then move behind it into the newly created safe-spot. However, Raiden will complicate matters by casting &#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; once the exaflares begin to travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; - drops AoE circles beneath random players feet, whilst simultaneously tethering pairs of players together with breakable &#039;&#039;&#039;chains&#039;&#039;&#039;. In order to break a chain, the tethered pair needs to move as far apart as possible until the chain snaps. Should a chain remain unbroken, both players will take continuous damage. Bear in mind that tethered players may need to weave between travelling exaflares and also avoiding the AoE circles dropped beneath party members in order to break their chains. Don&#039;t panic!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinwhorl&#039;&#039;&#039; - a hefty and unavoidable raid-wide AoE that warrants as many shields and defensive cooldowns that you can spare.&lt;br /&gt;
&lt;br /&gt;
If Raiden is still active at this point, he will begin to execute previously used mechanics with some degree of overlap or variation - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
&lt;br /&gt;
==Boss: Absolute Virtue==&lt;br /&gt;
&lt;br /&gt;
The third boss, Absolute Virtue, has a super-buff that can only be removed by clearing out a total of six side-rooms, each of which contains a switch that will lock the door and spawn a wave of enemies.&lt;br /&gt;
&lt;br /&gt;
The group should split up into six teams and head inside their chosen rooms. Much like the rest of the dungeon, players should also make an effort to scout for traps using &#039;&#039;&#039;Perception&#039;&#039;&#039; beforehand, just-in-case. Assuming all buttons are pressed, a new FATE (&#039;&#039;&#039;The Baldesion Arsenal: Expedition Support&#039;&#039;&#039;) will appear at the south side of Hydatos. If successfully cleared, Absolute Virtue will be respawned without the super-buff and an additional 8 portals will be created, allowing more players to join the fray.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve regrouped, it&#039;s time to take on the boss - which is certainly more challenging than the previous two encounters.&lt;br /&gt;
&lt;br /&gt;
Notable mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - summons forth a meteor that plummets into the arena, dealing unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auroral Wind&#039;&#039;&#039; - a vicious tank-buster with a light AoE component. If not tanking the boss, be sure to stay away from the main-tank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; - causes the boss to emit a conal-AoE towards a random player that everyone should avoid. Seeing as the cone can reach across the entire arena, all players should remain somewhat close to the boss to make dodging easier and/or try to keep the boss in the centre of the arena as much as possible to make life easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eidos&#039;&#039;&#039; - causes Absolute Virtue to buff itself via a &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039; buff, indicated by floating rock-like orbs around its wrists that will spawn (on the first cast) or change colour (on any additional cast) to represent the buff-type. Keep the colour in mind as the buff will alter the effects of &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; and &#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; - creates several smallish-sized AoE circles within the arena that can either be &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;. The trick is that pools of the same colour as Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff will drastically grow in size just before detonating. As a result, all players should double-check the colour of the orbs floating around the bosses wrists and make sure that give all pools of the same colour a very wide berth. Meanwhile, any pools of the opposite colour will detonate normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impact Stream&#039;&#039;&#039; - the arena will suddenly be split in half - one half being &#039;&#039;&#039;Light&#039;&#039;&#039; and the other half &#039;&#039;&#039;Dark&#039;&#039;&#039;. After a brief delay, both sides of the arena will detonate. The goal is to stand in the half that has the opposite colour of Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff. For example, if Absolute Virtue has the &#039;&#039;&#039;Light&#039;&#039;&#039; buff, players should immediately run to the &#039;&#039;&#039;Dark&#039;&#039;&#039; half of the arena. If you&#039;re unsure of which buff it currently has, take a look at the floating orbs around its wrists. However, players will only have a short amount of time to move before both halves of the arena detonate. Once the arena explodes, all players standing in the &#039;&#039;&#039;same&#039;&#039;&#039; colour will be slain, whereas players standing in the &#039;&#039;&#039;opposite&#039;&#039;&#039; colour will take high damage instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; - spawns several light &amp;amp; dark circles within the arena, each one containing an orb of the same colour. Once spawned, all orbs will tether to random players and slowly begin to chase them down. To safely remove an orb, each tethered player should stand within a circle of the opposite colour before allowing it to collide with them. For example, if you are tethered to a white orb, run to an empty black circle and then wait for the orb to collide with you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Clones&#039;&#039;&#039; - causes the boss to leap out of the arena, leaving behind three proximity markers which everyone should move away from before impact. Eventually, three clones of Absolute Virtue will be present outside of the arena - each with their own &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff (light or dark). All three clones will begin to use &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; one after the other - slicing the arena in half (light &amp;amp; dark). Just like before, all players will need to quickly identify which &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff the casting-clone has and then quickly move into the opposite colour, then repeat the process for the other clones. Once all three casts have gone off, a proximity marker will spawn in the arena (indicating where the real boss will land). Run as far as possible to avoid excess damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern Adds (Lightning)&#039;&#039;&#039; - creates two Wyvern adds within the arena that are attuned to Lightning. A tank will need to pick these up while the rest of the raid burn them down as soon as possible -- and don&#039;t forget to swap to the appropriate element! If not killed in time, the adds will eventually detonate, inflicting raid-wide damage along with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. To complicate matters, the boss will also cycle through &#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; (orbs) and &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; (cone AoE&#039;s) whilst the Wyvern adds are active, so watch out!&lt;br /&gt;
&lt;br /&gt;
Now that you have witnessed all of Absolute Virtue&#039;s mechanics, they will cycle with various overlap. However, if the boss isn&#039;t defeated in time, it will eventually &#039;&#039;&#039;Enrage&#039;&#039;&#039;, gaining a major damage boost.&lt;br /&gt;
&lt;br /&gt;
==Boss: Proto Ozma==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; is a variation of the Final Fantasy IX super-boss who previously made an alternate appearance in [[The Weeping City of Mhach]]. Players who are familiar with the Weeping City version are in for a similar experience, yet infinitely more varied and deadly by comparison. Just like in the Weeping City, each group will need to position themselves on one of three platforms located around Ozma and be ready to react to its ever-shifting forms. Weeping City Ozma used to treat players with a quick trip to an alternate dimension mid-encounter, whereas &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; can eject you from the duty altogether if you fail to position properly during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
However, unlike the previous version of Ozma, the Proto version has an additional Spiked form, bringing in new mechanics, not to mention the fact that Ozmashades (mini-clones of the boss) will be executing their own version of the bosses mechanics nearby for the entirety of the battle. All players will need to keep a close eye on which form Ozma (and the Ozmashades) are transforming into, then react accordingly to each, one after the other. Lastly, Ozma&#039;s auto-attacks will also differ depending on its current form, each one being its own mini-mechanic.&lt;br /&gt;
&lt;br /&gt;
Ozma always begins in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form and its first &#039;&#039;&#039;Formshift&#039;&#039;&#039; will always be into &#039;&#039;&#039;Spike&#039;&#039;&#039; form, then become entirely random from then on. Below is a list of all its forms and form shift mechanics.&lt;br /&gt;
&lt;br /&gt;
===Sphere Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms back into a &#039;&#039;&#039;Sphere&#039;&#039;&#039; once again, it is usually to cast &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - a mechanic that sucks up unfortunate victims and spits them out of the dungeon, ending their run. Before &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off, 6 panels will light up around the arena. Each panel requires at least one player to stand in it to prevent &#039;&#039;&#039;all&#039;&#039;&#039; players from being sucked in. If there is at least one player on all panels, any player who is not standing on a panel by the time &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off will be unceremoniously chucked out of the dungeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, the player with the highest enmity (from each group) will be frequently peppered with regular single-target auto-attacks with no additional components. However, Ozma may change targets and blast a squishy random if there are no targets present on the main platform.&lt;br /&gt;
&lt;br /&gt;
===Spiked Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Spiked&#039;&#039;&#039; form, a large &#039;&#039;&#039;point-blank AoE&#039;&#039;&#039; will soon be emitted from its current location. All players will need to move away from the boss (or shade) to avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form, random players from each group/platform will be bombarded with shared-damage mini-AoEs. For best results, each group should remain as closely stacked as possible for the entire duration of Ozma&#039;s spiked form in order to reduce the overall damage intake.&lt;br /&gt;
&lt;br /&gt;
===Triangle Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, it will eventually shoot a &#039;&#039;&#039;large column AoE&#039;&#039;&#039; down the platform. All players should be ready to move left or right onto the smaller walkways (off their main platform) to avoid the blast, then run back to their platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form, Ozma&#039;s auto-attacks will hit a random faraway player with a &#039;&#039;&#039;Bleed&#039;&#039;&#039; DoT, shot in the form of a mini-AoE. If all players are in melee range or clustered too close together, the results can get very nasty seeing as the AoE component can overlap bleeds and damage onto multiple people. As such, it is wise to have one player (per platform) stand a little further away from Ozma than the rest so that the bleed-attack can be baited and easily cleansed.&lt;br /&gt;
&lt;br /&gt;
===Cube Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, it will eventually emit a very tight &#039;&#039;&#039;donut AoE&#039;&#039;&#039;. Players will need to make sure that they move in very close to Ozma (or the Ozmashade) to avoid being blasted. Also, floating orbs will also be spawned that will slowly eventually begin rotating around the small walkways. Off-tanks (with mitigation CD&#039;s) should make a point of popping these away from the rest of the raid before they float over to the platforms themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form, it will emit a straight-line AoE through the highest enmity member of each group - typically all three tanks. As a result, all other players should remain to the side of their respective tank for the duration of cube form to avoid being clipped by the frequent straight-line AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; Both the Ozmashades and Ozma itself will be executing shape-related mechanics one after the other throughout the encounter -- Ozmashades first, then Ozma itself. For example, if you notice an &#039;&#039;&#039;Ozmashade&#039;&#039;&#039; behind you that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, and Ozma itself begins to transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, this means that all members of the group should first run to the Ozmashade to avoid the (Cube) &#039;&#039;&#039;Donut AoE&#039;&#039;&#039;, then immediately run off the platform to avoid Ozma&#039;s (Triangle) &#039;&#039;&#039;straight-line AoE&#039;&#039;&#039;. There are numerous combos, as well as other mechanics that can overlap them, so just keep in mind that you will typically react to the Ozmashade version first, then the boss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
While dealing with Ozma + Ozmashade form-shift combinations, various other mechanics will overlap. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Impact&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Two players from each platform will acquire a massive purple meteor-AoE circle. After a delay, all marked players will drop a proximity marker at their current locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting Star&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form. Causes all three platforms to gain a large &#039;&#039;&#039;Knockback&#039;&#039;&#039; indicator that will eventually punt all players on the platform a small distance. As a rule of thumb, all players should aim themselves so they are knocked either to the front of the platform (towards Ozma) or to the back of the platform (towards the Ozmashade). This becomes more apparent when &#039;&#039;&#039;Shooting Star&#039;&#039;&#039; takes place during certain form-shifts. For example, players may need to let themselves be pushed towards an Ozmashade that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039; (seeing as it will unleash a donut AoE shortly after) and/or away from Ozma or an Ozmashade that is transforming into &#039;&#039;&#039;Spiked&#039;&#039;&#039; form (away from their upcoming point-blank AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes a random player to acquire an obvious stack-marker, forcing the raid to group up in order to absorb upcoming damage. Bear in mind that &#039;&#039;&#039;Meteor&#039;&#039;&#039; will apply a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff on all affected players, thus the main tanks should avoid stacking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes the boss to unleash a raid-wide AoE that inflicts a small knockback. All players should ensure that they are not positioned too close to the edge if they wish to avoid being punted into the void to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Causes players to acquire a debuff with a duration of 8-24 seconds. Once the timer is nearing its end, a countdown icon in the form of a downward counting dice will appear over affected players heads. If the player is moving or performing any actions when the dice countdown to zero, they will immediately be blasted to 10% health and receive a nasty &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. If you have this debuff and notice the dice icon above your head, it is wise to press escape (or sheath your weapon) to stop yourself from auto-attacking and refrain from pressing any movement keys whatsoever.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ozma will confuse and confound players will all manner of mechanical combinations from itself and its Ozmashades, but should you be successful, you will gain an achievement that automatically provides you with your very own &#039;&#039;&#039;[[Demi-Ozma (Mount)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
There is various loot to be had from the Baldesion Arsenal - with most encounters providing &#039;&#039;&#039;Eureka Fragment&#039;&#039;&#039; and &#039;&#039;&#039;Cryptic Seal&#039;&#039;&#039;, alongside various boss-specific loot and other goodies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eureka Fragment]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Cryptic Seal]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Damascene Cloth]]&#039;&#039;&#039; (&#039;&#039;&#039;Raiden&#039;&#039;&#039;, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Great Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Conditional Virtue]]] (&#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Turmoil Orchestrion Roll]] (&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Obscure Logogram]]] (&#039;&#039;&#039;Additional Coffers&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
[[Category:The Forbidden Land]] [[Category:Exploratory Missions]] [[Category:Patch 4.55 Features]]&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276441</id>
		<title>The Baldesion Arsenal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276441"/>
		<updated>2021-03-12T23:31:28Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = The_baldesion_arsenal1.png&lt;br /&gt;
| type = Duty&lt;br /&gt;
| level = 70&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 25&lt;br /&gt;
| entrance = Eureka Hydatos&lt;br /&gt;
| patch = 4.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
The Baldesion Arsenal is a challenging open-dungeon that can only be accessed by [[Disciples of War]] or [[Disciples of Magic]] who have completed the Eureka storyline and also sport an elemental level of 60.&lt;br /&gt;
&lt;br /&gt;
Assuming you are up to date with the storyline and meet the above requirements, access to the dungeon is gained via portals around the map that can only be spawned by completing the Boss FATE: &amp;quot;[[I Don&#039;t Want to Believe]]&amp;quot;. Whenever this happens, it&#039;ll be indicated by a special notification, usually when the weather is &#039;&#039;&#039;Umbral Turbulence&#039;&#039;&#039;. The FATE can also be somewhat coaxed into spawning by repeatedly slaying Sprites that inhabit Sprite Island. However, keep in mind that the FATE will not spawn at all if there are players currently inside The Baldesion Arsenal.&lt;br /&gt;
&lt;br /&gt;
Once the FATE boss ([[Ovni]]) has been defeated, a large number of &#039;&#039;&#039;blue&#039;&#039;&#039; portals will appear throughout the zone, and all players who sufficiently participated in the FATE will be granted a special 10-minute buff (&#039;&#039;&#039;Aetherically Primed&#039;&#039;&#039;) that allows them to enter one of the blue portals immediately. If you wish to enter the dungeon but did not acquire the buff, don&#039;t worry - the portals will eventually turn &#039;&#039;&#039;red&#039;&#039;&#039; after 5 minutes of real-time, meaning that they can now be entered even without the buff.&lt;br /&gt;
&lt;br /&gt;
==Prepare for the Worst==&lt;br /&gt;
&lt;br /&gt;
Before delving into the depths of the dungeon, be sure to rally your allies, stock up on appropriate &#039;&#039;&#039;Logos Actions&#039;&#039;&#039; and form a versatile team. As an open duty, parties are not role-restricted (i.e., you don&#039;t have to enter with 2 tanks, 2 healers and 4 damage-dealers), though it may be wise to form something similar for the upcoming challenges. Considering that various mechanics and raid-wide AoE&#039;s can easily slay an unprepared player and end their run, make sure you (and/or fellow teammates) are sporting enough defensive and utility-based actions. Your run will end if you accept a KO-Return, or leave the instance for any reason (such as teleporting out or losing your connection).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be raised by normal means. Should you fall for any reason, you can only be raised by someone carrying the &#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Logos Action) or a Healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. As a result, all players (regardless of role) should be extra cautious whilst travelling through the dungeon. Not only will you face packs of dangerous enemies, but you will also encounter devastating &#039;&#039;&#039;Trap Tiles&#039;&#039;&#039; that can only be spotted by players with &#039;&#039;&#039;Perception&#039;&#039;&#039; (Logos Action). If you are not one of them, make sure to stay behind someone who does.&lt;br /&gt;
&lt;br /&gt;
There are four boss encounters in total within The Baldesion Arsenal, all hiding behind a gauntlet full of dangers, including trash packs that can hit surprisingly hard, not to mention the trap-laden rooms and corridors. Seeing as being KO&#039;d can end your run prematurely, it is wise to give tanks a little extra time to generate enmity before you attack, and never stray far from your designated &#039;&#039;&#039;Perception&#039;&#039;&#039; scouts even if you think the area is safe.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty timer will start at 25 minutes, yet you will gain additional time whenever you successfully conquer a major room or boos encounter. Furthermore, this will also extend your Hydatos (outside) duty time, not just your in-dungeon time.&lt;br /&gt;
&lt;br /&gt;
==Boss: Art &amp;amp; Owain (The Twin Spears)==&lt;br /&gt;
&lt;br /&gt;
Before taking on your first boss encounter, participants will need to split up and head down one of two routes - one leading to &#039;&#039;&#039;Art, the Black Spear&#039;&#039;&#039; and the other to &#039;&#039;&#039;Owain, the White Spear&#039;&#039;&#039;. However, should a group reduce a boss to 1 HP, it will remain alive for as long as the other has more than 1 HP.&lt;br /&gt;
&lt;br /&gt;
Below is a list of notable mechanics from both bosses:&lt;br /&gt;
&lt;br /&gt;
===Art, The Black Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spears&#039;&#039;&#039; - the boss will create a collection of spears around the arena that will tether themselves to the boss and mimic the bosses next &#039;&#039;&#039;Legendcarver&#039;&#039;&#039; or &#039;&#039;&#039;Legendspinner&#039;&#039;&#039; shortly after it has been executed. Whenever spears are present, be ready to avoid mechanics from the boss and immediately reposition yourself to avoid the same mechanic from the location of the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendcarver&#039;&#039;&#039; - a point-blank AoE. If there are any spears present within the arena, they will also project their own point-blank AoE shortly after the boss has executed its own version. As such, players will need to dodge the bosses point-blank AoE, then immediately move away to avoid further point-blank AoE&#039;s from the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendspinner&#039;&#039;&#039; - a donut AoE. Just like above, players will need to position themselves to avoid a donut AoE (centered on the boss), then reposition themselves to avoid donut AoE&#039;s from the spears shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravity Ball&#039;&#039;&#039; - causes Art to leap away, leaving behind a proximity marker than will eventually deal damage to all players depending on how close they are to the point of impact. As such, the entire group should move as far from the marker as possible. To complicate matters, one member of the group will also be marked with an AoE that will eventually chase them around the room for a period of time, repeatedly detonating each time it moves. As a result, the player marked with the mobile AoE should make a point of running away from the rest of the group and staying on the move until the AoE dissipates (whilst also staying as far away from the proximity marker impact zone as possible).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendary Geas&#039;&#039;&#039; - causes the arena floor to visibly turn black. Once this happens, any player who moves will acquire a &#039;&#039;&#039;Heavy&#039;&#039;&#039; (slow) debuff that will drastically cripple their movement speed. Soon after, players will be forced to avoid various line-AoE&#039;s. Assuming you haven&#039;t acquired the slow-debuff, they will be easy to avoid, whereas players who moved whilst the arena turned black will find it infinitely harder to move out of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
===Owain, The White Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shift&#039;&#039;&#039; - causes the boss to shift to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. For a visual aid, keep your eyes on the orbs that float around the boss - they will adopt a fire or ice theme depending on the chosen element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mythcall&#039;&#039;&#039; - causes the boss to summon a ring of spears around the battlefield, all of which are attuned to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. As a rule of thumb, any spear that has the exact same element as the boss will also cast its own version of &#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; (see below) at the exact same as the boss - no delays.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; - causes the boss to emit a point-blank AoE that should be avoided at all costs. Furthermore, if there are any spears present within the arena of the same element as the one being used by the boss, they will also emit a point-blank AoE at the exact same time, so be sure to keep an eye out for identical elements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands&#039;&#039;&#039; - the boss summons a collection of targetable &#039;&#039;&#039;hands&#039;&#039;&#039; that will tether themselves to various players. Whilst alive, each hand will acquire a persistent &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; buff and slowly move towards their tethered target. If the hand reaches its target, the victim will be auto-attacked for tremendous (possibly fatal) damage. To avoid this fate, tethered players can stop their tethered &#039;&#039;&#039;hand&#039;&#039;&#039; from moving by looking directly towards it. In addition, the &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; can only be removed once the tethered player moves close enough to their respective hand. If you are one of these tethered victims, simply look towards your pursuing hand to root it in place, then carefully move close to it. Once the resistance buff has been removed, you (and fellow teammates) will be able to slay the hand. However, make sure not to turn your back to the hand whilst close by or it may potentially one-shot you.&lt;br /&gt;
&lt;br /&gt;
==Boss: Raiden==&lt;br /&gt;
&lt;br /&gt;
The second boss, Raiden, awaits you within a circular arena atop his faithful steed. After some introductory mechanics, he will erect an electrified death-wall around the arena, so make sure you are not standing too close to the outer wall beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shingan&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirits of the Fallen&#039;&#039;&#039; - unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thundercall&#039;&#039;&#039; - causes the arena to generate an electrical &#039;&#039;&#039;death-wall&#039;&#039;&#039; for the remainder of the battle. Once the outer edge has been electrified, any player who touches the wall for any reason will immediately be KO&#039;d, so avoid at all costs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booming Lament&#039;&#039;&#039; - a telegraphed ground-AoE. Unlike various other telegraphed AoE&#039;s, &#039;&#039;&#039;Booming Lament&#039;&#039;&#039; takes time to resolve, so do not rush back into the marked area too quickly or you may face delayed consequences.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ame-no-Sakahoki&#039;&#039;&#039; - Raiden prepares to execute an evasive backflip in a certain direction, followed by a very quick (and very large) AoE being dropped at his previous location. For best results, be ready to pre-emptively move away from the boss before (or during) the backflip rather than waiting for the telegraph itself. In a lot of cases, Raiden may use &#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; or &#039;&#039;&#039;For Honor&#039;&#039;&#039; after each flip, so be ready to dodge the initial AoE and be ready to react to a follow-up mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; - Raiden visibly raises his sword in the air. After a brief delay, the entire arena will be blasted by an electric donut AoE from his current location. If you see Raiden raise his weapon, quickly move into his hitbox to avoid the upcoming blast. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;For Honor&#039;&#039;&#039; - Raiden visibly lowers his sword towards the ground. After a brief delay, he will execute an untelegraphed frontal AoE, somewhat similar to the chariot AoE used by Rofocale in The Royal City of Rabanastre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charge Attack&#039;&#039;&#039; - causes Raiden to leap out of the arena and re-appear somewhere outside. Soon after, Raiden will noticeably prepare to charge through the centre of the arena and slash one half with his sword - indicated by a sword-waving animation that ends with Raiden holding it either to his left or right. However, before he charges, multiple circular AoE&#039;s will be dropped beneath random players feet, forcing everyone to move. It is wise to bait the circles by having the group stack in the centre once Raiden has exited the arena, which also gives everyone plenty of time to see which side of the arena the boss will slash, allowing everyone to dodge the AoE circles in the direction of the safe half of the arena. Once Raiden has charged, he will become targetable once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lancing Bolt&#039;&#039;&#039; - causes six random players to receive a large circle AoE marker. After a delay, a spectral sword will be dropped at each marked location. Once dropped, the swords will tether themselves to Raiden, who will begin long-casting an &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; attack. The group will have a limited amount of time to kill each and every sword before the long-cast goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; - an unavoidable raid-buster that may wipe the team if any spectral swords are active once the cast goes off. Players must burst down as many swords as possible - preferably all of them - in order to survive. Once all of the spectral swords have been slain, Raiden&#039;s &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; cast will be cancelled outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039; - Raiden rears up and begins to summon waves of exaflares -- AoE circles that spawn around the outer edges of the arena and begin to travel across the platform from one side to the other in a straight line. Due to the lane-like nature of the mechanic, an easy method of avoiding them is to simply stand beside a recently spawned circle, wait for it to begin travelling, then move behind it into the newly created safe-spot. However, Raiden will complicate matters by casting &#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; once the exaflares begin to travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; - drops AoE circles beneath random players feet, whilst simultaneously tethering pairs of players together with breakable &#039;&#039;&#039;chains&#039;&#039;&#039;. In order to break a chain, the tethered pair needs to move as far apart as possible until the chain snaps. Should a chain remain unbroken, both players will take continuous damage. Bear in mind that tethered players may need to weave between travelling exaflares and also avoiding the AoE circles dropped beneath party members in order to break their chains. Don&#039;t panic!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinwhorl&#039;&#039;&#039; - a hefty and unavoidable raid-wide AoE that warrants as many shields and defensive cooldowns that you can spare.&lt;br /&gt;
&lt;br /&gt;
If Raiden is still active at this point, he will begin to execute previously used mechanics with some degree of overlap or variation - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
&lt;br /&gt;
==Boss: Absolute Virtue==&lt;br /&gt;
&lt;br /&gt;
The third boss, Absolute Virtue, has a super-buff that can only be removed by clearing out a total of six side-rooms, each of which contains a switch that will lock the door and spawn a wave of enemies.&lt;br /&gt;
&lt;br /&gt;
The group should split up into six teams and head inside their chosen rooms. Much like the rest of the dungeon, players should also make an effort to scout for traps using &#039;&#039;&#039;Perception&#039;&#039;&#039; beforehand, just-in-case. Assuming all buttons are pressed, a new FATE (&#039;&#039;&#039;The Baldesion Arsenal: Expedition Support&#039;&#039;&#039;) will appear at the south side of Hydatos. If successfully cleared, Absolute Virtue will be respawned without the super-buff and an additional 8 portals will be created, allowing more players to join the fray.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve regrouped, it&#039;s time to take on the boss - which is certainly more challenging than the previous two encounters.&lt;br /&gt;
&lt;br /&gt;
Notable mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - summons forth a meteor that plummets into the arena, dealing unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auroral Wind&#039;&#039;&#039; - a vicious tank-buster with a light AoE component. If not tanking the boss, be sure to stay away from the main-tank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; - causes the boss to emit a conal-AoE towards a random player that everyone should avoid. Seeing as the cone can reach across the entire arena, all players should remain somewhat close to the boss to make dodging easier and/or try to keep the boss in the centre of the arena as much as possible to make life easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eidos&#039;&#039;&#039; - causes Absolute Virtue to buff itself via a &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039; buff, indicated by floating rock-like orbs around its wrists that will spawn (on the first cast) or change colour (on any additional cast) to represent the buff-type. Keep the colour in mind as the buff will alter the effects of &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; and &#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; - creates several smallish-sized AoE circles within the arena that can either be &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;. The trick is that pools of the same colour as Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff will drastically grow in size just before detonating. As a result, all players should double-check the colour of the orbs floating around the bosses wrists and make sure that give all pools of the same colour a very wide berth. Meanwhile, any pools of the opposite colour will detonate normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impact Stream&#039;&#039;&#039; - the arena will suddenly be split in half - one half being &#039;&#039;&#039;Light&#039;&#039;&#039; and the other half &#039;&#039;&#039;Dark&#039;&#039;&#039;. After a brief delay, both sides of the arena will detonate. The goal is to stand in the half that has the opposite colour of Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff. For example, if Absolute Virtue has the &#039;&#039;&#039;Light&#039;&#039;&#039; buff, players should immediately run to the &#039;&#039;&#039;Dark&#039;&#039;&#039; half of the arena. If you&#039;re unsure of which buff it currently has, take a look at the floating orbs around its wrists. However, players will only have a short amount of time to move before both halves of the arena detonate. Once the arena explodes, all players standing in the &#039;&#039;&#039;same&#039;&#039;&#039; colour will be slain, whereas players standing in the &#039;&#039;&#039;opposite&#039;&#039;&#039; colour will take high damage instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; - spawns several light &amp;amp; dark circles within the arena, each one containing an orb of the same colour. Once spawned, all orbs will tether to random players and slowly begin to chase them down. To safely remove an orb, each tethered player should stand within a circle of the opposite colour before allowing it to collide with them. For example, if you are tethered to a white orb, run to an empty black circle and then wait for the orb to collide with you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Clones&#039;&#039;&#039; - causes the boss to leap out of the arena, leaving behind three proximity markers which everyone should move away from before impact. Eventually, three clones of Absolute Virtue will be present outside of the arena - each with their own &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff (light or dark). All three clones will begin to use &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; one after the other - slicing the arena in half (light &amp;amp; dark). Just like before, all players will need to quickly identify which &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff the casting-clone has and then quickly move into the opposite colour, then repeat the process for the other clones. Once all three casts have gone off, a proximity marker will spawn in the arena (indicating where the real boss will land). Run as far as possible to avoid excess damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern Adds (Lightning)&#039;&#039;&#039; - creates two Wyvern adds within the arena that are attuned to Lightning. A tank will need to pick these up while the rest of the raid burn them down as soon as possible -- and don&#039;t forget to swap to the appropriate element! If not killed in time, the adds will eventually detonate, inflicting raid-wide damage along with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. To complicate matters, the boss will also cycle through &#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; (orbs) and &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; (cone AoE&#039;s) whilst the Wyvern adds are active, so watch out!&lt;br /&gt;
&lt;br /&gt;
Now that you have witnessed all of Absolute Virtue&#039;s mechanics, they will cycle with various overlap. However, if the boss isn&#039;t defeated in time, it will eventually &#039;&#039;&#039;Enrage&#039;&#039;&#039;, gaining a major damage boost.&lt;br /&gt;
&lt;br /&gt;
==Boss: Proto Ozma==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; is a variation of the Final Fantasy IX super-boss who previously made an alternate appearance in [[The Weeping City of Mhach]]. Players who are familiar with the Weeping City version are in for a similar experience, yet infinitely more varied and deadly by comparison. Just like in the Weeping City, each group will need to position themselves on one of three platforms located around Ozma and be ready to react to its ever-shifting forms. Weeping City Ozma used to treat players with a quick trip to an alternate dimension mid-encounter, whereas &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; can eject you from the duty altogether if you fail to position properly during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
However, unlike the previous version of Ozma, the Proto version has an additional Spiked form, bringing in new mechanics, not to mention the fact that Ozmashades (mini-clones of the boss) will be executing their own version of the bosses mechanics nearby for the entirety of the battle. All players will need to keep a close eye on which form Ozma (and the Ozmashades) are transforming into, then react accordingly to each, one after the other. Lastly, Ozma&#039;s auto-attacks will also differ depending on its current form, each one being its own mini-mechanic.&lt;br /&gt;
&lt;br /&gt;
Ozma always begins in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form and its first &#039;&#039;&#039;Formshift&#039;&#039;&#039; will always be into &#039;&#039;&#039;Spike&#039;&#039;&#039; form, then become entirely random from then on. Below is a list of all its forms and form shift mechanics.&lt;br /&gt;
&lt;br /&gt;
===Sphere Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms back into a &#039;&#039;&#039;Sphere&#039;&#039;&#039; once again, it is usually to cast &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - a mechanic that sucks up unfortunate victims and spits them out of the dungeon, ending their run. Before &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off, 6 panels will light up around the arena. Each panel requires at least one player to stand in it to prevent &#039;&#039;&#039;all&#039;&#039;&#039; players from being sucked in. If there is at least one player on all panels, any player who is not standing on a panel by the time &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off will be unceremoniously chucked out of the dungeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, the player with the highest enmity (from each group) will be frequently peppered with regular single-target auto-attacks with no additional components. However, Ozma may change targets and blast a squishy random if there are no targets present on the main platform.&lt;br /&gt;
&lt;br /&gt;
===Spiked Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Spiked&#039;&#039;&#039; form, a large &#039;&#039;&#039;point-blank AoE&#039;&#039;&#039; will soon be emitted from its current location. All players will need to move away from the boss (or shade) to avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form, random players from each group/platform will be bombarded with shared-damage mini-AoEs. For best results, each group should remain as closely stacked as possible for the entire duration of Ozma&#039;s spiked form in order to reduce the overall damage intake.&lt;br /&gt;
&lt;br /&gt;
===Triangle Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, it will eventually shoot a &#039;&#039;&#039;large column AoE&#039;&#039;&#039; down the platform. All players should be ready to move left or right onto the smaller walkways (off their main platform) to avoid the blast, then run back to their platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form, Ozma&#039;s auto-attacks will hit a random faraway player with a &#039;&#039;&#039;Bleed&#039;&#039;&#039; DoT, shot in the form of a mini-AoE. If all players are in melee range or clustered too close together, the results can get very nasty seeing as the AoE component can overlap bleeds and damage onto multiple people. As such, it is wise to have one player (per platform) stand a little further away from Ozma than the rest so that the bleed-attack can be baited and easily cleansed.&lt;br /&gt;
&lt;br /&gt;
===Cube Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, it will eventually emit a very tight &#039;&#039;&#039;donut AoE&#039;&#039;&#039;. Players will need to make sure that they move in very close to Ozma (or the Ozmashade) to avoid being blasted. Also, floating orbs will also be spawned that will slowly eventually begin rotating around the small walkways. Off-tanks (with mitigation CD&#039;s) should make a point of popping these away from the rest of the raid before they float over to the platforms themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form, it will emit a straight-line AoE through the highest enmity member of each group - typically all three tanks. As a result, all other players should remain to the side of their respective tank for the duration of cube form to avoid being clipped by the frequent straight-line AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; Both the Ozmashades and Ozma itself will be executing shape-related mechanics one after the other throughout the encounter -- Ozmashades first, then Ozma itself. For example, if you notice an &#039;&#039;&#039;Ozmashade&#039;&#039;&#039; behind you that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, and Ozma itself begins to transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, this means that all members of the group should first run to the Ozmashade to avoid the (Cube) &#039;&#039;&#039;Donut AoE&#039;&#039;&#039;, then immediately run off the platform to avoid Ozma&#039;s (Triangle) &#039;&#039;&#039;straight-line AoE&#039;&#039;&#039;. There are numerous combos, as well as other mechanics that can overlap them, so just keep in mind that you will typically react to the Ozmashade version first, then the boss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
While dealing with Ozma + Ozmashade form-shift combinations, various other mechanics will overlap. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Impact&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Two players from each platform will acquire a massive purple meteor-AoE circle. After a delay, all marked players will drop a proximity marker at their current locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting Star&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form. Causes all three platforms to gain a large &#039;&#039;&#039;Knockback&#039;&#039;&#039; indicator that will eventually punt all players on the platform a small distance. As a rule of thumb, all players should aim themselves so they are knocked either to the front of the platform (towards Ozma) or to the back of the platform (towards the Ozmashade). This becomes more apparent when &#039;&#039;&#039;Shooting Star&#039;&#039;&#039; takes place during certain form-shifts. For example, players may need to let themselves be pushed towards an Ozmashade that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039; (seeing as it will unleash a donut AoE shortly after) and/or away from Ozma or an Ozmashade that is transforming into &#039;&#039;&#039;Spiked&#039;&#039;&#039; form (away from their upcoming point-blank AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes a random player to acquire an obvious stack-marker, forcing the raid to group up in order to absorb upcoming damage. Bear in mind that &#039;&#039;&#039;Meteor&#039;&#039;&#039; will apply a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff on all affected players, thus the main tanks should avoid stacking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes the boss to unleash a raid-wide AoE that inflicts a small knockback. All players should ensure that they are not positioned too close to the edge if they wish to avoid being punted into the void to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Causes players to acquire a debuff with a duration of 8-24 seconds. Once the timer is nearing its end, a countdown icon in the form of a downward counting dice will appear over affected players heads. If the player is moving or performing any actions when the dice countdown to zero, they will immediately be blasted to 10% health and receive a nasty &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. If you have this debuff and notice the dice icon above your head, it is wise to press escape (or sheath your weapon) to stop yourself from auto-attacking and refrain from pressing any movement keys whatsoever.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ozma will confuse and confound players will all manner of mechanical combinations from itself and its Ozmashades, but should you be successful, you will gain an achievement that automatically provides you with your very own &#039;&#039;&#039;[[Demi-Ozma (Mount)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
There is various loot to be had from the Baldesion Arsenal - with most encounters providing &#039;&#039;&#039;Eureka Fragment&#039;&#039;&#039; and &#039;&#039;&#039;Cryptic Seal&#039;&#039;&#039;, alongside various boss-specific loot and other goodies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eureka Fragment]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Cryptic Seal]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Damascene Cloth]]&#039;&#039;&#039; (&#039;&#039;&#039;Raiden&#039;&#039;&#039;, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Great Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Conditional Virtue]]] (&#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Turmoil Orchestrion Roll]] (&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Obscure Logogram]]] (&#039;&#039;&#039;Additional Coffers&#039;&#039;&#039;).&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276440</id>
		<title>The Baldesion Arsenal</title>
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		<updated>2021-03-12T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
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&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = The_baldesion_arsenal1.png&lt;br /&gt;
| type = Duty&lt;br /&gt;
| level = 70&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 25&lt;br /&gt;
| entrance = Eureka Hydatos&lt;br /&gt;
| patch = 4.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
The Baldesion Arsenal is a challenging open-dungeon that can only be accessed by [[Disciples of War]] or [[Disciples of Magic]] who have completed the Eureka storyline and also sport an elemental level of 60.&lt;br /&gt;
&lt;br /&gt;
Assuming you are up to date with the storyline and meet the above requirements, access to the dungeon is gained via portals around the map that can only be spawned by completing the Boss FATE: &amp;quot;[[I Don&#039;t Want to Believe]]&amp;quot;. Whenever this happens, it&#039;ll be indicated by a special notification, usually when the weather is &#039;&#039;&#039;Umbral Turbulence&#039;&#039;&#039;. The FATE can also be somewhat coaxed into spawning by repeatedly slaying Sprites that inhabit Sprite Island. However, keep in mind that the FATE will not spawn at all if there are players currently inside The Baldesion Arsenal.&lt;br /&gt;
&lt;br /&gt;
Once the FATE boss ([[Ovni]]) has been defeated, a large number of &#039;&#039;&#039;blue&#039;&#039;&#039; portals will appear throughout the zone, and all players who sufficiently participated in the FATE will be granted a special 10-minute buff (&#039;&#039;&#039;Aetherically Primed&#039;&#039;&#039;) that allows them to enter one of the blue portals immediately. If you wish to enter the dungeon but did not acquire the buff, don&#039;t worry - the portals will eventually turn &#039;&#039;&#039;red&#039;&#039;&#039; after 5 minutes of real-time, meaning that they can now be entered even without the buff.&lt;br /&gt;
&lt;br /&gt;
==Prepare for the Worst==&lt;br /&gt;
&lt;br /&gt;
Before delving into the depths of the dungeon, be sure to rally your allies, stock up on appropriate &#039;&#039;&#039;Logos Actions&#039;&#039;&#039; and form a versatile team. As an open duty, parties are not role-restricted (i.e., you don&#039;t have to enter with 2 tanks, 2 healers and 4 damage-dealers), though it may be wise to form something similar for the upcoming challenges. Considering that various mechanics and raid-wide AoE&#039;s can easily slay an unprepared player and end their run, make sure you (and/or fellow teammates) are sporting enough defensive and utility-based actions. Your run will end if you accept a KO-Return, or leave the instance for any reason (such as teleporting out or losing your connection).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be raised by normal means. Should you fall for any reason, you can only be raised by someone carrying the &#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Logos Action) or a Healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. As a result, all players (regardless of role) should be extra cautious whilst travelling through the dungeon. Not only will you face packs of dangerous enemies, but you will also encounter devastating &#039;&#039;&#039;Trap Tiles&#039;&#039;&#039; that can only be spotted by players with &#039;&#039;&#039;Perception&#039;&#039;&#039; (Logos Action). If you are not one of them, make sure to stay behind someone who does.&lt;br /&gt;
&lt;br /&gt;
There are four boss encounters in total within The Baldesion Arsenal, all hiding behind a gauntlet full of dangers, including trash packs that can hit surprisingly hard, not to mention the trap-laden rooms and corridors. Seeing as being KO&#039;d can end your run prematurely, it is wise to give tanks a little extra time to generate enmity before you attack, and never stray far from your designated &#039;&#039;&#039;Perception&#039;&#039;&#039; scouts even if you think the area is safe.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty timer will start at 25 minutes, yet you will gain additional time whenever you successfully conquer a major room or boos encounter. Furthermore, this will also extend your Hydatos (outside) duty time, not just your in-dungeon time.&lt;br /&gt;
&lt;br /&gt;
==Boss: Art &amp;amp; Owain (The Twin Spears)==&lt;br /&gt;
&lt;br /&gt;
Before taking on your first boss encounter, participants will need to split up and head down one of two routes - one leading to &#039;&#039;&#039;Art, the Black Spear&#039;&#039;&#039; and the other to &#039;&#039;&#039;Owain, the White Spear&#039;&#039;&#039;. However, should a group reduce a boss to 1 HP, it will remain alive for as long as the other has more than 1 HP.&lt;br /&gt;
&lt;br /&gt;
Below is a list of notable mechanics from both bosses:&lt;br /&gt;
&lt;br /&gt;
===Art, The Black Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spears&#039;&#039;&#039; - the boss will create a collection of spears around the arena that will tether themselves to the boss and mimic the bosses next &#039;&#039;&#039;Legendcarver&#039;&#039;&#039; or &#039;&#039;&#039;Legendspinner&#039;&#039;&#039; shortly after it has been executed. Whenever spears are present, be ready to avoid mechanics from the boss and immediately reposition yourself to avoid the same mechanic from the location of the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendcarver&#039;&#039;&#039; - a point-blank AoE. If there are any spears present within the arena, they will also project their own point-blank AoE shortly after the boss has executed its own version. As such, players will need to dodge the bosses point-blank AoE, then immediately move away to avoid further point-blank AoE&#039;s from the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendspinner&#039;&#039;&#039; - a donut AoE. Just like above, players will need to position themselves to avoid a donut AoE (centered on the boss), then reposition themselves to avoid donut AoE&#039;s from the spears shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravity Ball&#039;&#039;&#039; - causes Art to leap away, leaving behind a proximity marker than will eventually deal damage to all players depending on how close they are to the point of impact. As such, the entire group should move as far from the marker as possible. To complicate matters, one member of the group will also be marked with an AoE that will eventually chase them around the room for a period of time, repeatedly detonating each time it moves. As a result, the player marked with the mobile AoE should make a point of running away from the rest of the group and staying on the move until the AoE dissipates (whilst also staying as far away from the proximity marker impact zone as possible).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendary Geas&#039;&#039;&#039; - causes the arena floor to visibly turn black. Once this happens, any player who moves will acquire a &#039;&#039;&#039;Heavy&#039;&#039;&#039; (slow) debuff that will drastically cripple their movement speed. Soon after, players will be forced to avoid various line-AoE&#039;s. Assuming you haven&#039;t acquired the slow-debuff, they will be easy to avoid, whereas players who moved whilst the arena turned black will find it infinitely harder to move out of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
===Owain, The White Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shift&#039;&#039;&#039; - causes the boss to shift to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. For a visual aid, keep your eyes on the orbs that float around the boss - they will adopt a fire or ice theme depending on the chosen element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mythcall&#039;&#039;&#039; - causes the boss to summon a ring of spears around the battlefield, all of which are attuned to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. As a rule of thumb, any spear that has the exact same element as the boss will also cast its own version of &#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; (see below) at the exact same as the boss - no delays.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; - causes the boss to emit a point-blank AoE that should be avoided at all costs. Furthermore, if there are any spears present within the arena of the same element as the one being used by the boss, they will also emit a point-blank AoE at the exact same time, so be sure to keep an eye out for identical elements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands&#039;&#039;&#039; - the boss summons a collection of targetable &#039;&#039;&#039;hands&#039;&#039;&#039; that will tether themselves to various players. Whilst alive, each hand will acquire a persistent &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; buff and slowly move towards their tethered target. If the hand reaches its target, the victim will be auto-attacked for tremendous (possibly fatal) damage. To avoid this fate, tethered players can stop their tethered &#039;&#039;&#039;hand&#039;&#039;&#039; from moving by looking directly towards it. In addition, the &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; can only be removed once the tethered player moves close enough to their respective hand. If you are one of these tethered victims, simply look towards your pursuing hand to root it in place, then carefully move close to it. Once the resistance buff has been removed, you (and fellow teammates) will be able to slay the hand. However, make sure not to turn your back to the hand whilst close by or it may potentially one-shot you.&lt;br /&gt;
&lt;br /&gt;
==Boss: Raiden==&lt;br /&gt;
&lt;br /&gt;
The second boss, Raiden, awaits you within a circular arena atop his faithful steed. After some introductory mechanics, he will erect an electrified death-wall around the arena, so make sure you are not standing too close to the outer wall beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shingan&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirits of the Fallen&#039;&#039;&#039; - unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thundercall&#039;&#039;&#039; - causes the arena to generate an electrical &#039;&#039;&#039;death-wall&#039;&#039;&#039; for the remainder of the battle. Once the outer edge has been electrified, any player who touches the wall for any reason will immediately be KO&#039;d, so avoid at all costs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booming Lament&#039;&#039;&#039; - a telegraphed ground-AoE. Unlike various other telegraphed AoE&#039;s, &#039;&#039;&#039;Booming Lament&#039;&#039;&#039; takes time to resolve, so do not rush back into the marked area too quickly or you may face delayed consequences.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ame-no-Sakahoki&#039;&#039;&#039; - Raiden prepares to execute an evasive backflip in a certain direction, followed by a very quick (and very large) AoE being dropped at his previous location. For best results, be ready to pre-emptively move away from the boss before (or during) the backflip rather than waiting for the telegraph itself. In a lot of cases, Raiden may use &#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; or &#039;&#039;&#039;For Honor&#039;&#039;&#039; after each flip, so be ready to dodge the initial AoE and be ready to react to a follow-up mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; - Raiden visibly raises his sword in the air. After a brief delay, the entire arena will be blasted by an electric donut AoE from his current location. If you see Raiden raise his weapon, quickly move into his hitbox to avoid the upcoming blast. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;For Honor&#039;&#039;&#039; - Raiden visibly lowers his sword towards the ground. After a brief delay, he will execute an untelegraphed frontal AoE, somewhat similar to the chariot AoE used by Rofocale in The Royal City of Rabanastre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charge Attack&#039;&#039;&#039; - causes Raiden to leap out of the arena and re-appear somewhere outside. Soon after, Raiden will noticeably prepare to charge through the centre of the arena and slash one half with his sword - indicated by a sword-waving animation that ends with Raiden holding it either to his left or right. However, before he charges, multiple circular AoE&#039;s will be dropped beneath random players feet, forcing everyone to move. It is wise to bait the circles by having the group stack in the centre once Raiden has exited the arena, which also gives everyone plenty of time to see which side of the arena the boss will slash, allowing everyone to dodge the AoE circles in the direction of the safe half of the arena. Once Raiden has charged, he will become targetable once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lancing Bolt&#039;&#039;&#039; - causes six random players to receive a large circle AoE marker. After a delay, a spectral sword will be dropped at each marked location. Once dropped, the swords will tether themselves to Raiden, who will begin long-casting an &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; attack. The group will have a limited amount of time to kill each and every sword before the long-cast goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; - an unavoidable raid-buster that may wipe the team if any spectral swords are active once the cast goes off. Players must burst down as many swords as possible - preferably all of them - in order to survive. Once all of the spectral swords have been slain, Raiden&#039;s &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; cast will be cancelled outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039; - Raiden rears up and begins to summon waves of exaflares -- AoE circles that spawn around the outer edges of the arena and begin to travel across the platform from one side to the other in a straight line. Due to the lane-like nature of the mechanic, an easy method of avoiding them is to simply stand beside a recently spawned circle, wait for it to begin travelling, then move behind it into the newly created safe-spot. However, Raiden will complicate matters by casting &#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; once the exaflares begin to travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; - drops AoE circles beneath random players feet, whilst simultaneously tethering pairs of players together with breakable &#039;&#039;&#039;chains&#039;&#039;&#039;. In order to break a chain, the tethered pair needs to move as far apart as possible until the chain snaps. Should a chain remain unbroken, both players will take continuous damage. Bear in mind that tethered players may need to weave between travelling exaflares and also avoiding the AoE circles dropped beneath party members in order to break their chains. Don&#039;t panic!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinwhorl&#039;&#039;&#039; - a hefty and unavoidable raid-wide AoE that warrants as many shields and defensive cooldowns that you can spare.&lt;br /&gt;
&lt;br /&gt;
If Raiden is still active at this point, he will begin to execute previously used mechanics with some degree of overlap or variation - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
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==Boss: Absolute Virtue==&lt;br /&gt;
&lt;br /&gt;
The third boss, Absolute Virtue, has a super-buff that can only be removed by clearing out a total of six side-rooms, each of which contains a switch that will lock the door and spawn a wave of enemies.&lt;br /&gt;
&lt;br /&gt;
The group should split up into six teams and head inside their chosen rooms. Much like the rest of the dungeon, players should also make an effort to scout for traps using &#039;&#039;&#039;Perception&#039;&#039;&#039; beforehand, just-in-case. Assuming all buttons are pressed, a new FATE (&#039;&#039;&#039;The Baldesion Arsenal: Expedition Support&#039;&#039;&#039;) will appear at the south side of Hydatos. If successfully cleared, Absolute Virtue will be respawned without the super-buff and an additional 8 portals will be created, allowing more players to join the fray.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve regrouped, it&#039;s time to take on the boss - which is certainly more challenging than the previous two encounters.&lt;br /&gt;
&lt;br /&gt;
Notable mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - summons forth a meteor that plummets into the arena, dealing unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auroral Wind&#039;&#039;&#039; - a vicious tank-buster with a light AoE component. If not tanking the boss, be sure to stay away from the main-tank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; - causes the boss to emit a conal-AoE towards a random player that everyone should avoid. Seeing as the cone can reach across the entire arena, all players should remain somewhat close to the boss to make dodging easier and/or try to keep the boss in the centre of the arena as much as possible to make life easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eidos&#039;&#039;&#039; - causes Absolute Virtue to buff itself via a &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039; buff, indicated by floating rock-like orbs around its wrists that will spawn (on the first cast) or change colour (on any additional cast) to represent the buff-type. Keep the colour in mind as the buff will alter the effects of &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; and &#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; - creates several smallish-sized AoE circles within the arena that can either be &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;. The trick is that pools of the same colour as Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff will drastically grow in size just before detonating. As a result, all players should double-check the colour of the orbs floating around the bosses wrists and make sure that give all pools of the same colour a very wide berth. Meanwhile, any pools of the opposite colour will detonate normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impact Stream&#039;&#039;&#039; - the arena will suddenly be split in half - one half being &#039;&#039;&#039;Light&#039;&#039;&#039; and the other half &#039;&#039;&#039;Dark&#039;&#039;&#039;. After a brief delay, both sides of the arena will detonate. The goal is to stand in the half that has the opposite colour of Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff. For example, if Absolute Virtue has the &#039;&#039;&#039;Light&#039;&#039;&#039; buff, players should immediately run to the &#039;&#039;&#039;Dark&#039;&#039;&#039; half of the arena. If you&#039;re unsure of which buff it currently has, take a look at the floating orbs around its wrists. However, players will only have a short amount of time to move before both halves of the arena detonate. Once the arena explodes, all players standing in the &#039;&#039;&#039;same&#039;&#039;&#039; colour will be slain, whereas players standing in the &#039;&#039;&#039;opposite&#039;&#039;&#039; colour will take high damage instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; - spawns several light &amp;amp; dark circles within the arena, each one containing an orb of the same colour. Once spawned, all orbs will tether to random players and slowly begin to chase them down. To safely remove an orb, each tethered player should stand within a circle of the opposite colour before allowing it to collide with them. For example, if you are tethered to a white orb, run to an empty black circle and then wait for the orb to collide with you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Clones&#039;&#039;&#039; - causes the boss to leap out of the arena, leaving behind three proximity markers which everyone should move away from before impact. Eventually, three clones of Absolute Virtue will be present outside of the arena - each with their own &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff (light or dark). All three clones will begin to use &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; one after the other - slicing the arena in half (light &amp;amp; dark). Just like before, all players will need to quickly identify which &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff the casting-clone has and then quickly move into the opposite colour, then repeat the process for the other clones. Once all three casts have gone off, a proximity marker will spawn in the arena (indicating where the real boss will land). Run as far as possible to avoid excess damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern Adds (Lightning)&#039;&#039;&#039; - creates two Wyvern adds within the arena that are attuned to Lightning. A tank will need to pick these up while the rest of the raid burn them down as soon as possible -- and don&#039;t forget to swap to the appropriate element! If not killed in time, the adds will eventually detonate, inflicting raid-wide damage along with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. To complicate matters, the boss will also cycle through &#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; (orbs) and &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; (cone AoE&#039;s) whilst the Wyvern adds are active, so watch out!&lt;br /&gt;
&lt;br /&gt;
Now that you have witnessed all of Absolute Virtue&#039;s mechanics, they will cycle with various overlap. However, if the boss isn&#039;t defeated in time, it will eventually &#039;&#039;&#039;Enrage&#039;&#039;&#039;, gaining a major damage boost.&lt;br /&gt;
&lt;br /&gt;
==Boss: Proto Ozma==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; is a variation of the Final Fantasy IX super-boss who previously made an alternate appearance in [[The Weeping City of Mhach]]. Players who are familiar with the Weeping City version are in for a similar experience, yet infinitely more varied and deadly by comparison. Just like in the Weeping City, each group will need to position themselves on one of three platforms located around Ozma and be ready to react to its ever-shifting forms. Weeping City Ozma used to treat players with a quick trip to an alternate dimension mid-encounter, whereas &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; can eject you from the duty altogether if you fail to position properly during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
However, unlike the previous version of Ozma, the Proto version has an additional Spiked form, bringing in new mechanics, not to mention the fact that Ozmashades (mini-clones of the boss) will be executing their own version of the bosses mechanics nearby for the entirety of the battle. All players will need to keep a close eye on which form Ozma (and the Ozmashades) are transforming into, then react accordingly to each, one after the other. Lastly, Ozma&#039;s auto-attacks will also differ depending on its current form, each one being its own mini-mechanic.&lt;br /&gt;
&lt;br /&gt;
Ozma always begins in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form and its first &#039;&#039;&#039;Formshift&#039;&#039;&#039; will always be into &#039;&#039;&#039;Spike&#039;&#039;&#039; form, then become entirely random from then on. Below is a list of all its forms and form shift mechanics.&lt;br /&gt;
&lt;br /&gt;
===Sphere Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms back into a &#039;&#039;&#039;Sphere&#039;&#039;&#039; once again, it is usually to cast &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - a mechanic that sucks up unfortunate victims and spits them out of the dungeon, ending their run. Before &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off, 6 panels will light up around the arena. Each panel requires at least one player to stand in it to prevent &#039;&#039;&#039;all&#039;&#039;&#039; players from being sucked in. If there is at least one player on all panels, any player who is not standing on a panel by the time &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off will be unceremoniously chucked out of the dungeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, the player with the highest enmity (from each group) will be frequently peppered with regular single-target auto-attacks with no additional components. However, Ozma may change targets and blast a squishy random if there are no targets present on the main platform.&lt;br /&gt;
&lt;br /&gt;
===Spiked Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Spiked&#039;&#039;&#039; form, a large &#039;&#039;&#039;point-blank AoE&#039;&#039;&#039; will soon be emitted from its current location. All players will need to move away from the boss (or shade) to avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form, random players from each group/platform will be bombarded with shared-damage mini-AoEs. For best results, each group should remain as closely stacked as possible for the entire duration of Ozma&#039;s spiked form in order to reduce the overall damage intake.&lt;br /&gt;
&lt;br /&gt;
===Triangle Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, it will eventually shoot a &#039;&#039;&#039;large column AoE&#039;&#039;&#039; down the platform. All players should be ready to move left or right onto the smaller walkways (off their main platform) to avoid the blast, then run back to their platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form, Ozma&#039;s auto-attacks will hit a random faraway player with a &#039;&#039;&#039;Bleed&#039;&#039;&#039; DoT, shot in the form of a mini-AoE. If all players are in melee range or clustered too close together, the results can get very nasty seeing as the AoE component can overlap bleeds and damage onto multiple people. As such, it is wise to have one player (per platform) stand a little further away from Ozma than the rest so that the bleed-attack can be baited and easily cleansed.&lt;br /&gt;
&lt;br /&gt;
===Cube Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, it will eventually emit a very tight &#039;&#039;&#039;donut AoE&#039;&#039;&#039;. Players will need to make sure that they move in very close to Ozma (or the Ozmashade) to avoid being blasted. Also, floating orbs will also be spawned that will slowly eventually begin rotating around the small walkways. Off-tanks (with mitigation CD&#039;s) should make a point of popping these away from the rest of the raid before they float over to the platforms themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form, it will emit a straight-line AoE through the highest enmity member of each group - typically all three tanks. As a result, all other players should remain to the side of their respective tank for the duration of cube form to avoid being clipped by the frequent straight-line AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; Both the Ozmashades and Ozma itself will be executing shape-related mechanics one after the other throughout the encounter -- Ozmashades first, then Ozma itself. For example, if you notice an &#039;&#039;&#039;Ozmashade&#039;&#039;&#039; behind you that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, and Ozma itself begins to transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, this means that all members of the group should first run to the Ozmashade to avoid the (Cube) &#039;&#039;&#039;Donut AoE&#039;&#039;&#039;, then immediately run off the platform to avoid Ozma&#039;s (Triangle) straight-line AoE. There are numerous combos, as well as other mechanics that can overlap them, so just keep in mind that you will typically react to the Ozmashade version first, then the boss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
While dealing with Ozma + Ozmashade form-shift combinations, various other mechanics will overlap. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Impact&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Two players from each platform will acquire a massive purple meteor-AoE circle. After a delay, all marked players will drop a proximity marker at their current locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting Star&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form. Causes all three platforms to gain a large &#039;&#039;&#039;Knockback&#039;&#039;&#039; indicator that will eventually punt all players on the platform a small distance. As a rule of thumb, all players should aim themselves so they are knocked either to the front of the platform (towards Ozma) or to the back of the platform (towards the Ozmashade). This becomes more apparent when &#039;&#039;&#039;Shooting Star&#039;&#039;&#039; takes place during certain form-shifts. For example, players may need to let themselves be pushed towards an Ozmashade that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039; (seeing as it will unleash a donut AoE shortly after) and/or away from Ozma or an Ozmashade that is transforming into &#039;&#039;&#039;Spiked&#039;&#039;&#039; form (away from their upcoming point-blank AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes a random player to acquire an obvious stack-marker, forcing the raid to group up in order to absorb upcoming damage. Bear in mind that &#039;&#039;&#039;Meteor&#039;&#039;&#039; will apply a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff on all affected players, thus the main tanks should avoid stacking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes the boss to unleash a raid-wide AoE that inflicts a small knockback. All players should ensure that they are not positioned too close to the edge if they wish to avoid being punted into the void to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Causes players to acquire a debuff with a duration of 8-24 seconds. Once the timer is nearing its end, a countdown icon in the form of a downward counting dice will appear over affected players heads. If the player is moving or performing any actions when the dice countdown to zero, they will immediately be blasted to 10% health and receive a nasty &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. If you have this debuff and notice the dice icon above your head, it is wise to press escape (or sheath your weapon) to stop yourself from auto-attacking and refrain from pressing any movement keys whatsoever.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ozma will confuse and confound players will all manner of mechanical combinations from itself and its Ozmashades, but should you be successful, you will gain an achievement that automatically provides you with your very own &#039;&#039;&#039;[[Demi-Ozma (Mount)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
There is various loot to be had from the Baldesion Arsenal - with most encounters providing &#039;&#039;&#039;Eureka Fragment&#039;&#039;&#039; and &#039;&#039;&#039;Cryptic Seal&#039;&#039;&#039;, alongside various boss-specific loot and other goodies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eureka Fragment]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Cryptic Seal]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Damascene Cloth]]&#039;&#039;&#039; (&#039;&#039;&#039;Raiden&#039;&#039;&#039;, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Great Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Conditional Virtue]]] (&#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Turmoil Orchestrion Roll]] (&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Obscure Logogram]]] (&#039;&#039;&#039;Additional Coffers&#039;&#039;&#039;).&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276439</id>
		<title>The Baldesion Arsenal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276439"/>
		<updated>2021-03-12T23:05:06Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = The_baldesion_arsenal1.png&lt;br /&gt;
| type = Duty&lt;br /&gt;
| level = 70&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 25&lt;br /&gt;
| entrance = Eureka Hydatos&lt;br /&gt;
| patch = 4.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
The Baldesion Arsenal is a challenging open-dungeon that can only be accessed by [[Disciples of War]] or [[Disciples of Magic]] who have completed the Eureka storyline and also sport an elemental level of 60.&lt;br /&gt;
&lt;br /&gt;
Assuming you are up to date with the storyline and meet the above requirements, access to the dungeon is gained via portals around the map that can only be spawned by completing the Boss FATE: &amp;quot;[[I Don&#039;t Want to Believe]]&amp;quot;. Whenever this happens, it&#039;ll be indicated by a special notification, usually when the weather is &#039;&#039;&#039;Umbral Turbulence&#039;&#039;&#039;. The FATE can also be somewhat coaxed into spawning by repeatedly slaying Sprites that inhabit Sprite Island. However, keep in mind that the FATE will not spawn at all if there are players currently inside The Baldesion Arsenal.&lt;br /&gt;
&lt;br /&gt;
Once the FATE boss ([[Ovni]]) has been defeated, a large number of &#039;&#039;&#039;blue&#039;&#039;&#039; portals will appear throughout the zone, and all players who sufficiently participated in the FATE will be granted a special 10-minute buff (&#039;&#039;&#039;Aetherically Primed&#039;&#039;&#039;) that allows them to enter one of the blue portals immediately. If you wish to enter the dungeon but did not acquire the buff, don&#039;t worry - the portals will eventually turn &#039;&#039;&#039;red&#039;&#039;&#039; after 5 minutes of real-time, meaning that they can now be entered even without the buff.&lt;br /&gt;
&lt;br /&gt;
==Prepare for the Worst==&lt;br /&gt;
&lt;br /&gt;
Before delving into the depths of the dungeon, be sure to rally your allies, stock up on appropriate &#039;&#039;&#039;Logos Actions&#039;&#039;&#039; and form a versatile team. As an open duty, parties are not role-restricted (i.e., you don&#039;t have to enter with 2 tanks, 2 healers and 4 damage-dealers), though it may be wise to form something similar for the upcoming challenges. Considering that various mechanics and raid-wide AoE&#039;s can easily slay an unprepared player and end their run, make sure you (and/or fellow teammates) are sporting enough defensive and utility-based actions. Your run will end if you accept a KO-Return, or leave the instance for any reason (such as teleporting out or losing your connection).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be raised by normal means. Should you fall for any reason, you can only be raised by someone carrying the &#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Logos Action) or a Healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. As a result, all players (regardless of role) should be extra cautious whilst travelling through the dungeon. Not only will you face packs of dangerous enemies, but you will also encounter devastating &#039;&#039;&#039;Trap Tiles&#039;&#039;&#039; that can only be spotted by players with &#039;&#039;&#039;Perception&#039;&#039;&#039; (Logos Action). If you are not one of them, make sure to stay behind someone who does.&lt;br /&gt;
&lt;br /&gt;
There are four boss encounters in total within The Baldesion Arsenal, all hiding behind a gauntlet full of dangers, including trash packs that can hit surprisingly hard, not to mention the trap-laden rooms and corridors. Seeing as being KO&#039;d can end your run prematurely, it is wise to give tanks a little extra time to generate enmity before you attack, and never stray far from your designated &#039;&#039;&#039;Perception&#039;&#039;&#039; scouts even if you think the area is safe.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty timer will start at 25 minutes, yet you will gain additional time whenever you successfully conquer a major room or boos encounter. Furthermore, this will also extend your Hydatos (outside) duty time, not just your in-dungeon time.&lt;br /&gt;
&lt;br /&gt;
==Boss: Art &amp;amp; Owain (The Twin Spears)==&lt;br /&gt;
&lt;br /&gt;
Before taking on your first boss encounter, participants will need to split up and head down one of two routes - one leading to &#039;&#039;&#039;Art, the Black Spear&#039;&#039;&#039; and the other to &#039;&#039;&#039;Owain, the White Spear&#039;&#039;&#039;. However, should a group reduce a boss to 1 HP, it will remain alive for as long as the other has more than 1 HP.&lt;br /&gt;
&lt;br /&gt;
Below is a list of notable mechanics from both bosses:&lt;br /&gt;
&lt;br /&gt;
===Art, The Black Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spears&#039;&#039;&#039; - the boss will create a collection of spears around the arena that will tether themselves to the boss and mimic the bosses next &#039;&#039;&#039;Legendcarver&#039;&#039;&#039; or &#039;&#039;&#039;Legendspinner&#039;&#039;&#039; shortly after it has been executed. Whenever spears are present, be ready to avoid mechanics from the boss and immediately reposition yourself to avoid the same mechanic from the location of the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendcarver&#039;&#039;&#039; - a point-blank AoE. If there are any spears present within the arena, they will also project their own point-blank AoE shortly after the boss has executed its own version. As such, players will need to dodge the bosses point-blank AoE, then immediately move away to avoid further point-blank AoE&#039;s from the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendspinner&#039;&#039;&#039; - a donut AoE. Just like above, players will need to position themselves to avoid a donut AoE (centered on the boss), then reposition themselves to avoid donut AoE&#039;s from the spears shortly afterward.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravity Ball&#039;&#039;&#039; - causes Art to leap away, leaving behind a proximity marker than will eventually deal damage to all players depending on how close they are to the point of impact. As such, the entire group should move as far from the marker as possible. To complicate matters, one member of the group will also be marked with a AoE that will eventually chase them around the room for a period of time, repeatedly detonating each time it moves. As a result, the player marked with the mobile AoE should make a point of running away from the rest of the group and staying on the move until the AoE dissipates (whilst also staying as far away from the proximity marker impact zone as possible).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendary Geas&#039;&#039;&#039; - causes the arena floor to visibly turn black. Once this happens, any player who moves will acquire a &#039;&#039;&#039;Heavy&#039;&#039;&#039; (slow) debuff that will drastically cripple their movement speed. Soon after, players will be forced to avoid various line-AoE&#039;s. Assuming you haven&#039;t acquired the slow-debuff, they will be easy to avoid, whereas players who moved whilst the arena turned black will find it infinitely harder to move out of harms way.&lt;br /&gt;
&lt;br /&gt;
===Owain, The White Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shift&#039;&#039;&#039; - causes the boss to shift to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. For a visual aid, keep your eyes on the orbs that float around the boss - they will adopt a fire or ice theme depending on the chosen element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mythcall&#039;&#039;&#039; - causes the boss to summon a ring of spears around the battlefield, all of which are attuned to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. As a rule of thumb, any spear that has the exact same element as the boss will also cast their own version of &#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; (see below) at the exact same as the boss - no delays.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; - causes the boss to emit a point-blank AoE that should be avoided at all costs. Furthermore, if there are any spears present within the arena of the same element as the one being used by the boss, they will also emit a point-blank AoE at the exact same time, so be sure to keep an eye out for identical elements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands&#039;&#039;&#039; - the boss summons a collection of targetable &#039;&#039;&#039;hands&#039;&#039;&#039; that will tether themselves to various players. Whilst alive, each hand will acquire a persistent &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; buff and slowly move towards their tethered target. If the hand reaches its target, they&#039;ll be auto-attacked for tremendous (possibly fatal) damage. To avoid this fate, tethered players can stop their tethered &#039;&#039;&#039;hand&#039;&#039;&#039; from moving by looking directly towards it. In addition, the &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; can only be removed once the tethered player moves close enough to their respective hand. If you are one of these tethered victims, simply look towards your pursuing hand to root it in place, then carefully move close to it. Once the resistance buff has been removed, you (and fellow teammates) will be able to slay the hand. However, make sure not to turn your back to the hand whilst close by or it may potentially one-shot you.&lt;br /&gt;
&lt;br /&gt;
==Boss: Raiden==&lt;br /&gt;
&lt;br /&gt;
The second boss, Raiden, awaits you within a circular arena atop his faithful steed. After some introductory mechanics, he will erect an electrified death-wall around the arena, so make sure you are not standing too close to the outer wall beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shingan&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirits of the Fallen&#039;&#039;&#039; - unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thundercall&#039;&#039;&#039; - causes the arena to generate an electrical &#039;&#039;&#039;death-wall&#039;&#039;&#039; for the remainder of the battle. Once the outer edge has been electrified, any player who touches the wall for any reason will immediately be KO&#039;d, so avoid at all costs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booming Lament&#039;&#039;&#039; - a telegraphed ground-AoE. Unlike various other telegraphed AoE&#039;s, &#039;&#039;&#039;Booming Lament&#039;&#039;&#039; takes time to resolve, so do not rush back into the marked area too quickly or you may face delayed consequences.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ame-no-Sakahoki&#039;&#039;&#039; - Raiden prepares to execute an evasive backflip in a certain direction, followed by a very quick (and very large) AoE being dropped at his previous location. For best results, be ready to pre-emptively move away from the boss before (or during) the backflip rather than waiting for the telegraph itself. In a lot of cases, Raiden may use &#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; or &#039;&#039;&#039;For Honor&#039;&#039;&#039; after each flip, so be ready to dodge the initial AoE and be ready to react to a follow-up mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; - Raiden visibly raises his sword in the air. After a brief delay, the entire arena will be blasted by an electric donut AoE from his current location. If you see Raiden raise his weapon, quickly move into his hitbox to avoid the upcoming blast. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;For Honor&#039;&#039;&#039; - Raiden visibly lowers his sword towards the ground. After a brief delay, he will execute an untelegraphed frontal AoE, somewhat similar to the chariot AoE used by Rofocale in The Royal City of Rabanastre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charge Attack&#039;&#039;&#039; - causes Raiden to leap out of the arena and re-appear somewhere outside. Soon after, Raiden will noticeably prepare to charge through the centre of the arena and slash one half with his sword - indicated by a sword-waving animation that ends with Raiden holding it either to his left or right. However, before he charges, multiple circular AoE&#039;s will be dropped beneath random players feet, forcing everyone to move. It is wise to bait the circles by having the group stack in the centre once Raiden has exited the arena, which also gives everyone plenty of time to see which side of the arena the boss will slash, allowing everyone to dodge the AoE circles in the direction of the safe half of the arena. Once Raiden has charged, he will become targetable once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lancing Bolt&#039;&#039;&#039; - causes six random players to receive a large circle AoE marker. After a delay, a spectral swords will be dropped at each marked location. Once dropped, the swords will tether themselves to Raiden, who will begin long-casting an &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; attack. The group will have a limited amount of time to kill each and every sword before the long-cast goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; - an unavoidable raid-buster that may wipe the team if any spectral swords are active once the cast goes off. Players must burst down as many swords as possible - preferably all of them - in order to survive. Once all of the spectral swords have been slain, Raiden&#039;s &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; cast will be cancelled outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039; - Raiden rears up and begins to summon waves of exaflares -- AoE circles that spawn around the outer edges of the arena and begin to travel across the platform from one side to the other in a straight line. Due to the lane-like nature of the mechanic, an easy method of avoiding them is to simply stand beside a recently spawned circle, wait for it to begin travelling, then move behind it into the newly created safe-spot. However, Raiden will complicate matters by casting &#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; once the exaflares begin to travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; - drops AoE circles beneath random players feet, whilst simultaneously tethering pairs of players together with breakable &#039;&#039;&#039;chains&#039;&#039;&#039;. In order to break a chain, the tethered pair needs to move as far apart as possible until the chain snaps. Should a chain remain unbroken, both players will take continuous damage. Bear in mind that tethered players may need to weave between travelling exaflares and also avoiding the AoE circles dropped beneath party members in order to break their chains. Don&#039;t panic!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinwhorl&#039;&#039;&#039; - a hefty and unavoidable raid-wide AoE that warrants as many shields and defensive cooldowns that you can spare.&lt;br /&gt;
&lt;br /&gt;
If Raiden is still active at this point, he will begin to execute previously used mechanics with some degree of overlap or variation - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
&lt;br /&gt;
==Boss: Absolute Virtue==&lt;br /&gt;
&lt;br /&gt;
The third boss, Absolute Virtue, has a super-buff that can only be removed by clearing out a total of six side-rooms, each of which contains a switch that will lock the door and spawn a wave of enemies.&lt;br /&gt;
&lt;br /&gt;
The group should split up into six teams and head inside their chosen rooms. Much like the rest of the dungeon, players should also make an effort to scout for traps using &#039;&#039;&#039;Perception&#039;&#039;&#039; beforehand, just in-case. Assuming all buttons are pressed, a new FATE (&#039;&#039;&#039;The Baldesion Arsenal: Expedition Support&#039;&#039;&#039;) will appear at the south side of Hydatos. If successfully cleared, Absolute Virtue will be respawned without the super-buff and an additional 8 portals will be created, allowing more players to join the fray.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve regrouped, it&#039;s time to take on the boss - which is certainly more challenging than the previous two encounters.&lt;br /&gt;
&lt;br /&gt;
Notable mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - summons forth a meteor that plummets into the arena, dealing unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auroral Wind&#039;&#039;&#039; - a vicious tank-buster with a light AoE component. If not tanking the boss, be sure to stay away from the main-tank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; - causes the boss to emit a conal-AoE towards a random player that everyone should avoid. Seeing as the cone can reach across the entire arena, all players should remain somewhat close to the boss to make dodging easier and/or try to keep the boss in the centre of the arena as much as possible to make life easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eidos&#039;&#039;&#039; - causes Absolute Virtue to buff itself via a &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039; buff, indicated by floating rock-like orbs around its wrists that will spawn (on first cast) or change colour (on any additional cast) to represent the buff-type. Keep the colour in mind as the buff will alter the effects of &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; and &#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; - creates several smallish-sized AoE circles within the arena that can either be &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;. The trick is that pools of the same colour as Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff will drastically grow in size just before detonating. As a result, all players should double-check the colour of the orbs floating around the bosses wrists and make sure that give all pools of the same colour a very wide berth. Meanwhile, any pools of the opposite colour will detonate normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impact Stream&#039;&#039;&#039; - the arena will suddenly be split in half - one half being &#039;&#039;&#039;Light&#039;&#039;&#039; and the other half &#039;&#039;&#039;Dark&#039;&#039;&#039;. After a brief delay, both sides of the arena will detonate. The goal is to stand in the half that has the opposite colour of Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff. For example, if Absolute Virtue has the &#039;&#039;&#039;Light&#039;&#039;&#039; buff, players should immediately run to the &#039;&#039;&#039;Dark&#039;&#039;&#039; half of the arena. If you&#039;re unsure of which buff it currently has, take a look at the floating orbs around its wrists. However, players will only have a short amount of time to move before both halves of the arena detonate. Once the arena explodes, all players standing in the &#039;&#039;&#039;same&#039;&#039;&#039; colour will be slain, whereas players standing in the &#039;&#039;&#039;opposite&#039;&#039;&#039; colour will take high damage instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; - spawns several light and dark circles within the arena, each one containing an orb of the same colour. Once spawned, all orbs will tether to random players and slowly begin to chase them down. To safely remove an orb, each tethered player should stand within a circle of the opposite colour before allowing it to collide with them. For example, if you are tethered to a white orb, run to an empty black circle and then wait for the orb to collide with you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Clones&#039;&#039;&#039; - causes the boss to leap out of the arena, leaving behind three proximity markers which everyone should move away from before impact. Eventually, three clones of Absolute Virtue will be present outside of the arena - each with their own &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff (light or dark). All three clones will begin to use &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; one after the other - slicing the arena in half (light &amp;amp; dark). Just like before, all players will need to quickly identify which &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff the casting-clone has and then quickly move into the opposite colour, then repeat the process for the other clones. Once all three casts have gone off, a proximity marker will spawn in the arena (indicating where the real boss will land). Run as far as possible to avoid excess damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern Adds (Lightning)&#039;&#039;&#039; - creates two Wyvern adds within the arena that are attuned to Lightning. A tank will need to pick these up while the rest of the raid burn them down as soon as possible -- and don&#039;t forget to swap to the appropriate element! If not killed in time, the adds will eventually detonate, inflicting raid-wide damage along with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. To complicate matters, the boss will also cycle through &#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; (orbs) and &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; (cone AoE&#039;s) whilst the Wyvern adds are active, so watch out!&lt;br /&gt;
&lt;br /&gt;
Now that you have witnessed all of Absolute Virtue&#039;s mechanics, they will cycle with various overlap. However, if the boss isn&#039;t defeated in time, it will eventually &#039;&#039;&#039;Enrage&#039;&#039;&#039;, gaining a major damage boost.&lt;br /&gt;
&lt;br /&gt;
==Boss: Proto Ozma==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; is a variation of the Final Fantasy IX super-boss who previously made an alternate appearance in [[The Weeping City of Mhach]]. Players who are familiar with the Weeping City version are in for a similar experience, yet infinitely more varied and deadly by comparison. Just like in the Weeping City, each group will need to position themselves on one of three platforms located around Ozma, and be ready to react to its ever shifting forms. Weeping City Ozma used to treat players with a quick trip to an alternate dimension mid-encounter, whereas &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; can eject you from the duty altogether if you fail to position properly during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
However, unlike the previous version of Ozma, the Proto version has an additional Spiked form, bringing in new mechanics, not to mention the fact that Ozmashades (mini-clones of the boss) will be executing their own version of the bosses mechanics nearby for the entirety of the battle. All players will need to keep a close eye on which form Ozma (and the Ozmashades) are transforming into, then react accordingly to each, one after the other. Lastly, Ozma&#039;s auto-attacks will also differ depending on its current form, each one being its own mini-mechanic.&lt;br /&gt;
&lt;br /&gt;
Ozma always begins in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, and its first &#039;&#039;&#039;Formshift&#039;&#039;&#039; will always be into &#039;&#039;&#039;Spike&#039;&#039;&#039; form, then become entirely random from then on. Below is a list of all its forms and formshift mechanics.&lt;br /&gt;
&lt;br /&gt;
===Sphere Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms back into a &#039;&#039;&#039;Sphere&#039;&#039;&#039; once again, it is usually to cast &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - a mechanic that sucks up unfortunate victims and spits them out of the dungeon, ending their run. Before &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off, 6 panels will light up around the arena. Each panel requires at least one player to stand in it to prevent &#039;&#039;&#039;all&#039;&#039;&#039; players from being sucked in. If there is at least one player on all panels, any player who is not standing on a panel by the time &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off will be unceremoniously chucked out of the dungeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, the player with the highest enmity (from each group) will be frequently peppered with regular single-target auto-attacks with no additional components. However, Ozma may change targets and blast a squishy random if there are no targets present on the main platform.&lt;br /&gt;
&lt;br /&gt;
===Spiked Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Spiked&#039;&#039;&#039; form, a large &#039;&#039;&#039;point-blank AoE&#039;&#039;&#039; will soon be emitted from its current location. All players will need to move away from the boss (or shade) to avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form, random players from each group/platform will be bombarded with shared-damage mini-AoE&#039;s. For best results, each group should remain as closely stacked as possible for the entire duration of Ozma&#039;s spiked form in order to reduce the overall damage intake.&lt;br /&gt;
&lt;br /&gt;
===Triangle Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, it will eventually shoot a &#039;&#039;&#039;large column AoE&#039;&#039;&#039; down the platform. All players should be ready to move left or right onto the smaller walkways (off their main platform) to avoid the blast, then run back to their platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form, Ozma&#039;s auto-attacks will hit a random faraway player with a &#039;&#039;&#039;Bleed&#039;&#039;&#039; DoT, shot in the form of a mini-AoE. If all players are in melee range or clustered too close together, the results can get very nasty seeing as the AoE component can overlap bleeds and damage onto multiple people. As such, it is wise to have one player (per platform) stand a little further away from Ozma than the rest so that the bleed-attack can be baited and easily cleansed.&lt;br /&gt;
&lt;br /&gt;
===Cube Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, it will eventually emit a very tight &#039;&#039;&#039;donut AoE&#039;&#039;&#039;. Players will need to make sure that they move in very close to Ozma (or the Ozmashade) to avoid being blasted. Also, floating orbs will also be spawned that will slowly eventually begin rotating around the small walkways. Off-tanks (with mitigation CD&#039;s) should make a point of popping these away from the rest of the raid before they float over to the platforms themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form, it will emit a straight-line AoE through the highest enmity member of each group - typically all three tanks. As a result, all other players should remain to the side of their respective tank for the duration of cube form to avoid being clipped by the frequent straight-line AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; Both the Ozmashades and Ozma itself will be executing their shape-related mechanics one after the other throughout the encounter -- Ozmashades first, then Ozma itself. For example, if you notice an &#039;&#039;&#039;Ozmashade&#039;&#039;&#039; behind you that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, and Ozma itself begins to transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, this means that all members of the group should first run to the Ozmashade to avoid the (Cube) &#039;&#039;&#039;Donut AoE&#039;&#039;&#039;, then immediately run off the platform to avoid Ozma&#039;s (Triangle) straight-line AoE. There are numerous combos, as well as other mechanics that can overlap them, so just keep in mind that you will typically react to the Ozmashade version first, then the boss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
While dealing with Ozma + Ozmashade form-shift combinations, various other mechanics will overlap. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Impact&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Two players from each platform will acquire a massive purple meteor-AoE circle. After a delay, all marked players will drop a proximity marker at their current locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting Star&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form. Causes all three platforms to gain a large &#039;&#039;&#039;Knockback&#039;&#039;&#039; indicator that will eventually punt all players on the platform a small distance. As a rule of thumb, all players should aim themselves so they are knocked either to the front of the platform (towards Ozma) or to the back of the platform (towards the Ozmashade). This becomes more apparent when &#039;&#039;&#039;Shooting Star&#039;&#039;&#039; takes place during certain form-shifts. For example, players may need to let themselves be pushed towards an Ozmashade that is tranforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039; (seeing as it will unleash a donut AoE shortly after) and/or away from Ozma or an Ozmashade that is transforming into &#039;&#039;&#039;Spiked&#039;&#039;&#039; form (away from their upcoming point-blank AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes a random player to acquire an obvious stack-marker, forcing the raid to group up in order to absorb upcoming damage. Bear in mind that &#039;&#039;&#039;Meteor&#039;&#039;&#039; will apply a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff on all affected players, thus the main tanks should avoid stacking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes the boss to unleash a raid-wide AoE that inflicts a small knockback. All players should ensure that they are not positioned too close to the edge if they wish to avoid being punted into the void to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Causes players to acquire a debuff with a duration of 8-24 seconds. Once the timer is nearing its end, a countdown icon in the form of a downward counting dice will appear over affected players heads. If the player is moving or performing any actions when the dice countdown to zero, they will immediately be blasted to 10% health and receive a nasty &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. If you have this debuff and notice the dice icon above your head, it is wise to press escape (or sheath your weapon) to stop yourself from auto-attacking, and refrain from pressing any movement keys whatsoever.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ozma will confuse and confound players will all manner of mechanical combinations from itself and its Ozmashades, but should you be successful, you will gain an achievement that automatically provides you with your very own &#039;&#039;&#039;[[Demi-Ozma (Mount)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
There is various loot to be had from the Baldesion Arsenal - with most encounters providing &#039;&#039;&#039;Eureka Fragment&#039;&#039;&#039; and &#039;&#039;&#039;Cryptic Seal&#039;&#039;&#039;, alongside various boss-specific loot and other goodies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eureka Fragment]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Cryptic Seal]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Damascene Cloth]]&#039;&#039;&#039; (&#039;&#039;&#039;Raiden&#039;&#039;&#039;, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Great Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Conditional Virtue]]] (&#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Turmoil Orchestrion Roll]] (&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Obscure Logogram]]] (&#039;&#039;&#039;Additional Coffers&#039;&#039;&#039;).&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276438</id>
		<title>The Baldesion Arsenal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Baldesion_Arsenal&amp;diff=276438"/>
		<updated>2021-03-12T23:02:46Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: Created page with &amp;quot;{{Duty infobox | description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to comple...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.&lt;br /&gt;
| image = The_baldesion_arsenal1.png&lt;br /&gt;
| type = Duty&lt;br /&gt;
| level = 70&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| time-limit = 25&lt;br /&gt;
| entrance = Eureka Hydatos&lt;br /&gt;
| patch = 4.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
The Baldesion Arsenal is a challenging open-dungeon that can only be accessed by [[Disciples of War]] or [[Disciples of Magic]] who have completed the Eureka storyline and also sport an elemental level of 60.&lt;br /&gt;
&lt;br /&gt;
Assuming you are up to date with the storyline and meet the above requirements, access to the dungeon is gained via portals around the map that can only be spawned by completing the Boss FATE: &amp;quot;[[I Don&#039;t Want to Believe]]&amp;quot;. Whenever this happens, it&#039;ll be indicated by a special notification, usually when the weather is &#039;&#039;&#039;Umbral Turbulence&#039;&#039;&#039;. The FATE can also be somewhat coaxed into spawning by repeatedly slaying Sprites that inhabit Sprite Island. However, keep in mind that the FATE will not spawn at all if there are players currently inside The Baldesion Arsenal.&lt;br /&gt;
&lt;br /&gt;
Once the FATE boss ([[Ovni]]) has been defeated, a large number of &#039;&#039;&#039;blue&#039;&#039;&#039; portals will appear throughout the zone, and all players who sufficiently participated in the FATE will be granted a special 10-minute buff (&#039;&#039;&#039;Aetherically Primed&#039;&#039;&#039;) that allows them to enter one of the blue portals immediately. If you wish to enter the dungeon but did not acquire the buff, don&#039;t worry - the portals will eventually turn &#039;&#039;&#039;red&#039;&#039;&#039; after 5 minutes of real-time, meaning that they can now be entered even without the buff.&lt;br /&gt;
&lt;br /&gt;
==Prepare for the Worst==&lt;br /&gt;
&lt;br /&gt;
Before delving into the depths of the dungeon, be sure to rally your allies, stock up on appropriate &#039;&#039;&#039;Logos Actions&#039;&#039;&#039; and form a versatile team. As an open duty, parties are not role-restricted (i.e., you don&#039;t have to enter with 2 tanks, 2 healers and 4 damage-dealers), though it may be wise to form something similar for the upcoming challenges. Considering that various mechanics and raid-wide AoE&#039;s can easily slay an unprepared player and end their run, make sure you (and/or fellow teammates) are sporting enough defensive and utility-based actions. Your run will end if you accept a KO-Return, or leave the instance for any reason (such as teleporting out or losing your connection).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be raised by normal means. Should you fall for any reason, you can only be raised by someone carrying the &#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Logos Action) or a Healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. As a result, all players (regardless of role) should be extra cautious whilst travelling through the dungeon. Not only will you face packs of dangerous enemies, but you will also encounter devastating &#039;&#039;&#039;Trap Tiles&#039;&#039;&#039; that can only be spotted by players with &#039;&#039;&#039;Perception&#039;&#039;&#039; (Logos Action). If you are not one of them, make sure to stay behind someone who does.&lt;br /&gt;
&lt;br /&gt;
There are four boss encounters in total within The Baldesion Arsenal, all hiding behind a gauntlet full of dangers, including trash packs that can hit surprisingly hard, not to mention the trap-laden rooms and corridors. Seeing as being KO&#039;d can end your run prematurely, it is wise to give tanks a little extra time to generate enmity before you attack, and never stray far from your designated &#039;&#039;&#039;Perception&#039;&#039;&#039; scouts even if you think the area is safe.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty timer will start at 25 minutes, yet you will gain additional time whenever you successfully conquer a major room or boos encounter. Furthermore, this will also extend your Hydatos (outside) duty time, not just your in-dungeon time.&lt;br /&gt;
&lt;br /&gt;
==Boss: Art &amp;amp; Owain (The Twin Spears)==&lt;br /&gt;
&lt;br /&gt;
Before taking on your first boss encounter, participants will need to split up and head down one of two routes - one leading to &#039;&#039;&#039;Art, the Black Spear&#039;&#039;&#039; and the other to &#039;&#039;&#039;Owain, the White Spear&#039;&#039;&#039;. However, should a group reduce a boss to 1 HP, it will remain alive for as long as the other has more than 1 HP.&lt;br /&gt;
&lt;br /&gt;
Below is a list of notable mechanics from both bosses:&lt;br /&gt;
&lt;br /&gt;
===Art, The Black Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spears&#039;&#039;&#039; - the boss will create a collection of spears around the arena that will tether themselves to the boss and mimic the bosses next &#039;&#039;&#039;Legendcarver&#039;&#039;&#039; or &#039;&#039;&#039;Legendspinner&#039;&#039;&#039; shortly after it has been executed. Whenever spears are present, be ready to avoid mechanics from the boss and immediately reposition yourself to avoid the same mechanic from the location of the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendcarver&#039;&#039;&#039; - a point-blank AoE. If there are any spears present within the arena, they will also project their own point-blank AoE shortly after the boss has executed its own version. As such, players will need to dodge the bosses point-blank AoE, then immediately move away to avoid further point-blank AoE&#039;s from the spears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendspinner&#039;&#039;&#039; - a donut AoE. Just like above, players will need to position themselves to avoid a donut AoE (centered on the boss), then reposition themselves to avoid donut AoE&#039;s from the spears shortly afterward.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravity Ball&#039;&#039;&#039; - causes Art to leap away, leaving behind a proximity marker than will eventually deal damage to all players depending on how close they are to the point of impact. As such, the entire group should move as far from the marker as possible. To complicate matters, one member of the group will also be marked with a AoE that will eventually chase them around the room for a period of time, repeatedly detonating each time it moves. As a result, the player marked with the mobile AoE should make a point of running away from the rest of the group and staying on the move until the AoE dissipates (whilst also staying as far away from the proximity marker impact zone as possible).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legendary Geas&#039;&#039;&#039; - causes the arena floor to visibly turn black. Once this happens, any player who moves will acquire a &#039;&#039;&#039;Heavy&#039;&#039;&#039; (slow) debuff that will drastically cripple their movement speed. Soon after, players will be forced to avoid various line-AoE&#039;s. Assuming you haven&#039;t acquired the slow-debuff, they will be easy to avoid, whereas players who moved whilst the arena turned black will find it infinitely harder to move out of harms way.&lt;br /&gt;
&lt;br /&gt;
===Owain, The White Spear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thricecull&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acallum no Senorach&#039;&#039;&#039; - unavoidable (moderate) raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shift&#039;&#039;&#039; - causes the boss to shift to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. For a visual aid, keep your eyes on the orbs that float around the boss - they will adopt a fire or ice theme depending on the chosen element.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mythcall&#039;&#039;&#039; - causes the boss to summon a ring of spears around the battlefield, all of which are attuned to either &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039;. As a rule of thumb, any spear that has the exact same element as the boss will also cast their own version of &#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; (see below) at the exact same as the boss - no delays.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Magics&#039;&#039;&#039; - causes the boss to emit a point-blank AoE that should be avoided at all costs. Furthermore, if there are any spears present within the arena of the same element as the one being used by the boss, they will also emit a point-blank AoE at the exact same time, so be sure to keep an eye out for identical elements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritcall&#039;&#039;&#039; - marks numerous players with downward-pointing (red) arrow markers. To avoid taking damage, all marked players should stack with other players (preferably other marked teammates) before &#039;&#039;&#039;Spiritcall&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands&#039;&#039;&#039; - the boss summons a collection of targetable &#039;&#039;&#039;hands&#039;&#039;&#039; that will tether themselves to various players. Whilst alive, each hand will acquire a persistent &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; buff and slowly move towards their tethered target. If the hand reaches its target, they&#039;ll be auto-attacked for tremendous (possibly fatal) damage. To avoid this fate, tethered players can stop their tethered &#039;&#039;&#039;hand&#039;&#039;&#039; from moving by looking directly towards it. In addition, the &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; can only be removed once the tethered player moves close enough to their respective hand. If you are one of these tethered victims, simply look towards your pursuing hand to root it in place, then carefully move close to it. Once the resistance buff has been removed, you (and fellow teammates) will be able to slay the hand. However, make sure not to turn your back to the hand whilst close by or it may potentially one-shot you.&lt;br /&gt;
&lt;br /&gt;
==Boss: Raiden==&lt;br /&gt;
&lt;br /&gt;
The second boss, Raiden, awaits you within a circular arena atop his faithful steed. After some introductory mechanics, he will erect an electrified death-wall around the arena, so make sure you are not standing too close to the outer wall beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shingan&#039;&#039;&#039; - a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirits of the Fallen&#039;&#039;&#039; - unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thundercall&#039;&#039;&#039; - causes the arena to generate an electrical &#039;&#039;&#039;death-wall&#039;&#039;&#039; for the remainder of the battle. Once the outer edge has been electrified, any player who touches the wall for any reason will immediately be KO&#039;d, so avoid at all costs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booming Lament&#039;&#039;&#039; - a telegraphed ground-AoE. Unlike various other telegraphed AoE&#039;s, &#039;&#039;&#039;Booming Lament&#039;&#039;&#039; takes time to resolve, so do not rush back into the marked area too quickly or you may face delayed consequences.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ame-no-Sakahoki&#039;&#039;&#039; - Raiden prepares to execute an evasive backflip in a certain direction, followed by a very quick (and very large) AoE being dropped at his previous location. For best results, be ready to pre-emptively move away from the boss before (or during) the backflip rather than waiting for the telegraph itself. In a lot of cases, Raiden may use &#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; or &#039;&#039;&#039;For Honor&#039;&#039;&#039; after each flip, so be ready to dodge the initial AoE and be ready to react to a follow-up mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Zantesuken&#039;&#039;&#039; - Raiden visibly raises his sword in the air. After a brief delay, the entire arena will be blasted by an electric donut AoE from his current location. If you see Raiden raise his weapon, quickly move into his hitbox to avoid the upcoming blast. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;For Honor&#039;&#039;&#039; - Raiden visibly lowers his sword towards the ground. After a brief delay, he will execute an untelegraphed frontal AoE, somewhat similar to the chariot AoE used by Rofocale in The Royal City of Rabanastre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charge Attack&#039;&#039;&#039; - causes Raiden to leap out of the arena and re-appear somewhere outside. Soon after, Raiden will noticeably prepare to charge through the centre of the arena and slash one half with his sword - indicated by a sword-waving animation that ends with Raiden holding it either to his left or right. However, before he charges, multiple circular AoE&#039;s will be dropped beneath random players feet, forcing everyone to move. It is wise to bait the circles by having the group stack in the centre once Raiden has exited the arena, which also gives everyone plenty of time to see which side of the arena the boss will slash, allowing everyone to dodge the AoE circles in the direction of the safe half of the arena. Once Raiden has charged, he will become targetable once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lancing Bolt&#039;&#039;&#039; - causes six random players to receive a large circle AoE marker. After a delay, a spectral swords will be dropped at each marked location. Once dropped, the swords will tether themselves to Raiden, who will begin long-casting an &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; attack. The group will have a limited amount of time to kill each and every sword before the long-cast goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; - an unavoidable raid-buster that may wipe the team if any spectral swords are active once the cast goes off. Players must burst down as many swords as possible - preferably all of them - in order to survive. Once all of the spectral swords have been slain, Raiden&#039;s &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039; cast will be cancelled outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039; - Raiden rears up and begins to summon waves of exaflares -- AoE circles that spawn around the outer edges of the arena and begin to travel across the platform from one side to the other in a straight line. Due to the lane-like nature of the mechanic, an easy method of avoiding them is to simply stand beside a recently spawned circle, wait for it to begin travelling, then move behind it into the newly created safe-spot. However, Raiden will complicate matters by casting &#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; once the exaflares begin to travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bitter Barbs&#039;&#039;&#039; - drops AoE circles beneath random players feet, whilst simultaneously tethering pairs of players together with breakable &#039;&#039;&#039;chains&#039;&#039;&#039;. In order to break a chain, the tethered pair needs to move as far apart as possible until the chain snaps. Should a chain remain unbroken, both players will take continuous damage. Bear in mind that tethered players may need to weave between travelling exaflares and also avoiding the AoE circles dropped beneath party members in order to break their chains. Don&#039;t panic!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinwhorl&#039;&#039;&#039; - a hefty and unavoidable raid-wide AoE that warrants as many shields and defensive cooldowns that you can spare.&lt;br /&gt;
&lt;br /&gt;
If Raiden is still active at this point, he will begin to execute previously used mechanics with some degree of overlap or variation - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
&lt;br /&gt;
==Boss: Absolute Virtue==&lt;br /&gt;
&lt;br /&gt;
The third boss, Absolute Virtue, has a super-buff that can only be removed by clearing out a total of six side-rooms, each of which contains a switch that will lock the door and spawn a wave of enemies.&lt;br /&gt;
&lt;br /&gt;
The group should split up into six teams and head inside their chosen rooms. Much like the rest of the dungeon, players should also make an effort to scout for traps using &#039;&#039;&#039;Perception&#039;&#039;&#039; beforehand, just in-case. Assuming all buttons are pressed, a new FATE (&#039;&#039;&#039;The Baldesion Arsenal: Expedition Support&#039;&#039;&#039;) will appear at the south side of Hydatos. If successfully cleared, Absolute Virtue will be respawned without the super-buff and an additional 8 portals will be created, allowing more players to join the fray.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve regrouped, it&#039;s time to take on the boss - which is certainly more challenging than the previous two encounters.&lt;br /&gt;
&lt;br /&gt;
Notable mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - summons forth a meteor that plummets into the arena, dealing unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auroral Wind&#039;&#039;&#039; - a vicious tank-buster with a light AoE component. If not tanking the boss, be sure to stay away from the main-tank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; - causes the boss to emit a conal-AoE towards a random player that everyone should avoid. Seeing as the cone can reach across the entire arena, all players should remain somewhat close to the boss to make dodging easier and/or try to keep the boss in the centre of the arena as much as possible to make life easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eidos&#039;&#039;&#039; - causes Absolute Virtue to buff itself via a &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039; buff, indicated by floating rock-like orbs around its wrists that will spawn (on first cast) or change colour (on any additional cast) to represent the buff-type. Keep the colour in mind as the buff will alter the effects of &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; and &#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hostile Aspect&#039;&#039;&#039; - creates several smallish-sized AoE circles within the arena that can either be &#039;&#039;&#039;Light&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;. The trick is that pools of the same colour as Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff will drastically grow in size just before detonating. As a result, all players should double-check the colour of the orbs floating around the bosses wrists and make sure that give all pools of the same colour a very wide berth. Meanwhile, any pools of the opposite colour will detonate normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impact Stream&#039;&#039;&#039; - the arena will suddenly be split in half - one half being &#039;&#039;&#039;Light&#039;&#039;&#039; and the other half &#039;&#039;&#039;Dark&#039;&#039;&#039;. After a brief delay, both sides of the arena will detonate. The goal is to stand in the half that has the opposite colour of Absolute Virtue&#039;s &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff. For example, if Absolute Virtue has the &#039;&#039;&#039;Light&#039;&#039;&#039; buff, players should immediately run to the &#039;&#039;&#039;Dark&#039;&#039;&#039; half of the arena. If you&#039;re unsure of which buff it currently has, take a look at the floating orbs around its wrists. However, players will only have a short amount of time to move before both halves of the arena detonate. Once the arena explodes, all players standing in the &#039;&#039;&#039;same&#039;&#039;&#039; colour will be slain, whereas players standing in the &#039;&#039;&#039;opposite&#039;&#039;&#039; colour will take high damage instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; - spawns several light and dark circles within the arena, each one containing an orb of the same colour. Once spawned, all orbs will tether to random players and slowly begin to chase them down. To safely remove an orb, each tethered player should stand within a circle of the opposite colour before allowing it to collide with them. For example, if you are tethered to a white orb, run to an empty black circle and then wait for the orb to collide with you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Clones&#039;&#039;&#039; - causes the boss to leap out of the arena, leaving behind three proximity markers which everyone should move away from before impact. Eventually, three clones of Absolute Virtue will be present outside of the arena - each with their own &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff (light or dark). All three clones will begin to use &#039;&#039;&#039;Impact Stream&#039;&#039;&#039; one after the other - slicing the arena in half (light &amp;amp; dark). Just like before, all players will need to quickly identify which &#039;&#039;&#039;Eidos&#039;&#039;&#039; buff the casting-clone has and then quickly move into the opposite colour, then repeat the process for the other clones. Once all three casts have gone off, a proximity marker will spawn in the arena (indicating where the real boss will land). Run as far as possible to avoid excess damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern Adds (Lightning)&#039;&#039;&#039; - creates two Wyvern adds within the arena that are attuned to Lightning. A tank will need to pick these up while the rest of the raid burn them down as soon as possible -- and don&#039;t forget to swap to the appropriate element! If not killed in time, the adds will eventually detonate, inflicting raid-wide damage along with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. To complicate matters, the boss will also cycle through &#039;&#039;&#039;Turbulent Aether&#039;&#039;&#039; (orbs) and &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; (cone AoE&#039;s) whilst the Wyvern adds are active, so watch out!&lt;br /&gt;
&lt;br /&gt;
Now that you have witnessed all of Absolute Virtue&#039;s mechanics, they will cycle with various overlap. However, if the boss isn&#039;t defeated in time, it will eventually &#039;&#039;&#039;Enrage&#039;&#039;&#039;, gaining a major damage boost.&lt;br /&gt;
&lt;br /&gt;
==Boss: Proto Ozma==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; is a variation of the Final Fantasy IX super-boss who previously made an alternate appearance in [[The Weeping City of Mhach]]. Players who are familiar with the Weeping City version are in for a similar experience, yet infinitely more varied and deadly by comparison. Just like in the Weeping City, each group will need to position themselves on one of three platforms located around Ozma, and be ready to react to its ever shifting forms. Weeping City Ozma used to treat players with a quick trip to an alternate dimension mid-encounter, whereas &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039; can eject you from the duty altogether if you fail to position properly during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
However, unlike the previous version of Ozma, the Proto version has an additional Spiked form, bringing in new mechanics, not to mention the fact that Ozmashades (mini-clones of the boss) will be executing their own version of the bosses mechanics nearby for the entirety of the battle. All players will need to keep a close eye on which form Ozma (and the Ozmashades) are transforming into, then react accordingly to each, one after the other. Lastly, Ozma&#039;s auto-attacks will also differ depending on its current form, each one being its own mini-mechanic.&lt;br /&gt;
&lt;br /&gt;
Ozma always begins in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, and its first &#039;&#039;&#039;Formshift&#039;&#039;&#039; will always be into &#039;&#039;&#039;Spike&#039;&#039;&#039; form, then become entirely random from then on. Below is a list of all its forms and formshift mechanics.&lt;br /&gt;
&lt;br /&gt;
===Sphere Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms back into a &#039;&#039;&#039;Sphere&#039;&#039;&#039; once again, it is usually to cast &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - a mechanic that sucks up unfortunate victims and spits them out of the dungeon, ending their run. Before &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off, 6 panels will light up around the arena. Each panel requires at least one player to stand in it to prevent &#039;&#039;&#039;all&#039;&#039;&#039; players from being sucked in. If there is at least one player on all panels, any player who is not standing on a panel by the time &#039;&#039;&#039;Black Hole&#039;&#039;&#039; goes off will be unceremoniously chucked out of the dungeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Sphere&#039;&#039;&#039; form, the player with the highest enmity (from each group) will be frequently peppered with regular single-target auto-attacks with no additional components. However, Ozma may change targets and blast a squishy random if there are no targets present on the main platform.&lt;br /&gt;
&lt;br /&gt;
===Spiked Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Spiked&#039;&#039;&#039; form, a large &#039;&#039;&#039;point-blank AoE&#039;&#039;&#039; will soon be emitted from its current location. All players will need to move away from the boss (or shade) to avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiked - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form, random players from each group/platform will be bombarded with shared-damage mini-AoE&#039;s. For best results, each group should remain as closely stacked as possible for the entire duration of Ozma&#039;s spiked form in order to reduce the overall damage intake.&lt;br /&gt;
&lt;br /&gt;
===Triangle Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, it will eventually shoot a &#039;&#039;&#039;large column AoE&#039;&#039;&#039; down the platform. All players should be ready to move left or right onto the smaller walkways (off their main platform) to avoid the blast, then run back to their platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triangle - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form, Ozma&#039;s auto-attacks will hit a random faraway player with a &#039;&#039;&#039;Bleed&#039;&#039;&#039; DoT, shot in the form of a mini-AoE. If all players are in melee range or clustered too close together, the results can get very nasty seeing as the AoE component can overlap bleeds and damage onto multiple people. As such, it is wise to have one player (per platform) stand a little further away from Ozma than the rest so that the bleed-attack can be baited and easily cleansed.&lt;br /&gt;
&lt;br /&gt;
===Cube Form===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Form Shift&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma (or an Ozmashade) transforms into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, it will eventually emit a very tight &#039;&#039;&#039;donut AoE&#039;&#039;&#039;. Players will need to make sure that they move in very close to Ozma (or the Ozmashade) to avoid being blasted. Also, floating orbs will also be spawned that will slowly eventually begin rotating around the small walkways. Off-tanks (with mitigation CD&#039;s) should make a point of popping these away from the rest of the raid before they float over to the platforms themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cube - Auto-Attack&#039;&#039;&#039;:&lt;br /&gt;
Whenever Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form, it will emit a straight-line AoE through the highest enmity member of each group - typically all three tanks. As a result, all other players should remain to the side of their respective tank for the duration of cube form to avoid being clipped by the frequent straight-line AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; Both the Ozmashades and Ozma itself will be executing their shape-related mechanics one after the other throughout the encounter -- Ozmashades first, then Ozma itself. For example, if you notice an &#039;&#039;&#039;Ozmashade&#039;&#039;&#039; behind you that is transforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039;, and Ozma itself begins to transform into a &#039;&#039;&#039;Triangle&#039;&#039;&#039;, this means that all members of the group should first run to the Ozmashade to avoid the (Cube) &#039;&#039;&#039;Donut AoE&#039;&#039;&#039;, then immediately run off the platform to avoid Ozma&#039;s (Triangle) straight-line AoE. There are numerous combos, as well as other mechanics that can overlap them, so just keep in mind that you will typically react to the Ozmashade version first, then the boss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
While dealing with Ozma + Ozmashade form-shift combinations, various other mechanics will overlap. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Impact&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Two players from each platform will acquire a massive purple meteor-AoE circle. After a delay, all marked players will drop a proximity marker at their current locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting Star&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; form. Causes all three platforms to gain a large &#039;&#039;&#039;Knockback&#039;&#039;&#039; indicator that will eventually punt all players on the platform a small distance. As a rule of thumb, all players should aim themselves so they are knocked either to the front of the platform (towards Ozma) or to the back of the platform (towards the Ozmashade). This becomes more apparent when &#039;&#039;&#039;Shooting Star&#039;&#039;&#039; takes place during certain form-shifts. For example, players may need to let themselves be pushed towards an Ozmashade that is tranforming into a &#039;&#039;&#039;Cube&#039;&#039;&#039; (seeing as it will unleash a donut AoE shortly after) and/or away from Ozma or an Ozmashade that is transforming into &#039;&#039;&#039;Spiked&#039;&#039;&#039; form (away from their upcoming point-blank AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Spike&#039;&#039;&#039; or &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes a random player to acquire an obvious stack-marker, forcing the raid to group up in order to absorb upcoming damage. Bear in mind that &#039;&#039;&#039;Meteor&#039;&#039;&#039; will apply a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff on all affected players, thus the main tanks should avoid stacking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Cube&#039;&#039;&#039; form. Causes the boss to unleash a raid-wide AoE that inflicts a small knockback. All players should ensure that they are not positioned too close to the edge if they wish to avoid being punted into the void to their doom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; - can only happen whilst Ozma is in &#039;&#039;&#039;Triangle&#039;&#039;&#039; form. Causes players to acquire a debuff with a duration of 8-24 seconds. Once the timer is nearing its end, a countdown icon in the form of a downward counting dice will appear over affected players heads. If the player is moving or performing any actions when the dice countdown to zero, they will immediately be blasted to 10% health and receive a nasty &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff. If you have this debuff and notice the dice icon above your head, it is wise to press escape (or sheath your weapon) to stop yourself from auto-attacking, and refrain from pressing any movement keys whatsoever.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ozma will confuse and confound players will all manner of mechanical combinations from itself and its Ozmashades, but should you be successful, you will gain an achievement that automatically provides you with your very own mini-Ozma &#039;&#039;&#039;Mount&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
There is various loot to be had from the Baldesion Arsenal - with most encounters providing &#039;&#039;&#039;Eureka Fragment&#039;&#039;&#039; and &#039;&#039;&#039;Cryptic Seal&#039;&#039;&#039;, alongside various boss-specific loot and other goodies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eureka Fragment]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Cryptic Seal]]&#039;&#039;&#039; (All).&lt;br /&gt;
* &#039;&#039;&#039;[[Damascene Cloth]]&#039;&#039;&#039; (&#039;&#039;&#039;Raiden&#039;&#039;&#039;, &#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;, &#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Great Shin-Zantetsuken]]] (&#039;&#039;&#039;Raiden&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Conditional Virtue]]] (&#039;&#039;&#039;Absolute Virtue&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Turmoil]]  Orchestration Roll (&#039;&#039;&#039;Proto Ozma&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;[[Obscure Logogram]]] (&#039;&#039;&#039;Additional Coffers&#039;&#039;&#039;).&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hades%27s_Elegy&amp;diff=275491</id>
		<title>The Minstrel&#039;s Ballad: Hades&#039;s Elegy</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hades%27s_Elegy&amp;diff=275491"/>
		<updated>2021-02-22T08:22:47Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dying Gasp}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Hearken unto a requiem for a hero fallen. A man who lived a thousand thousand of our lives clinging desperately to faint hope, never shirking his sworn duty to his long-lost brethren. A man who stood proud and did avow his true name on the threshold of the battle that would see him fall to his rival─the light to quench his shadow. Borrowing liberally from the funereal rites of the Night&#039;s Blessed, the minstreling wanderer weaves an elegy in that hero&#039;s honor─the tragic-yet-triumphant tale of a man and a battle that ne&#039;er shall be forgotten.&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Hades&#039;s Elegy1.jpg&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&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 = The Crystarium&lt;br /&gt;
| entrance-coordinates = 7.5,12.5&lt;br /&gt;
| req-quest = Minstrel from Another Mother&lt;br /&gt;
| patch = 5.1&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players must have completed the [[Main Scenario Quest]] [[Shadowbringers (Quest)|Shadowbringers]] and the quest [[Minstrel from Another Mother]], then the trial will be available from the [[Minstreling Wanderer]] in the [[Crystarium]].&lt;br /&gt;
&lt;br /&gt;
==Hades: Phases &amp;amp; Abilities==&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, 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.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all Hades&#039; abilities and phases.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancient Double&#039;&#039;&#039; - Hades provides himself with a buff at the beginning of the engagement, causing &#039;&#039;&#039;all&#039;&#039;&#039; of his future abilities to be cast in doubles for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowspread&#039;&#039;&#039; - causes all participants to become the target of two consecutive cone-shaped AoE&#039;s one after the other due to &#039;&#039;&#039;Ancient Double&#039;&#039;&#039;. As a result, all players should be assigned cardinal or inter-cardinal positions around the boss (like a clock) so that the cone attacks do not overlap each other. Once the first cone has been fired, all players can then side-step to avoid the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bad Faith&#039;&#039;&#039; - creates a large purple wall through the centre of the arena, 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 a side of the wall that does not have spikes pointing in their direction. After the wall has fired, &#039;&#039;&#039;Ancient Double&#039;&#039;&#039; will cause the attack to happen again - inverted with no telegraph. As a result, the previously safe areas will then be blasted whilst the previously unsafe areas become safe-spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; - Hades cleaves his primary target with a vicious AoE tank-buster. Unlike normal mode, &#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; will be also &#039;&#039;&#039;doubled&#039;&#039;&#039; and comes with a debuff. As a result, tanks will need to decide between having one tank take both hits using an &#039;&#039;&#039;invulnerability cooldown&#039;&#039;&#039;, or organizing a tank-swap between the two hits.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; - causes the arena to fill up with either &#039;&#039;&#039;Red Orbs&#039;&#039;&#039; or &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;. In both cases, there will always be a missing orb or mirror, which can be used to determine where a future safe spot will be present.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; spawns &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, they will eventually explode in an AoE fashion once Hades casts &#039;&#039;&#039;Arcane Control&#039;&#039;&#039;. However, one orb will be noticeably missing within the arena, indicating where players should stand to avoid the explosions. For reference, players can check the circular patterns on the floor, as the circles on the floor indicate the radius of the orb explosions.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; spawns &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;, they will eventually shoot straight-line AoE&#039;s in the direction they are facing once Hades has cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039;. However, one mirror will be noticeably missing, and a mirror in the centre of the platform will be pointing towards the gap, meaning the gap is not safe. To avoid, players will need to stand behind the mirror opposite the empty space.&lt;br /&gt;
&lt;br /&gt;
-----&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 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, repeating the process as many times as necessary until the mechanic resolves. Bear in mind that &#039;&#039;&#039;Broken Faith&#039;&#039;&#039; will drop far more circles over time compared to the version witnessed in normal mode.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Broken Faith&#039;&#039;&#039; has concluded, the previously unused &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; effect will take place. For example, if the first &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; involved &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, players will now be dealing with &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;. Once the alternate &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; has concluded, Hades will execute another &#039;&#039;&#039;Shadow Spread&#039;&#039;&#039; (doubled cone-attacks), &#039;&#039;&#039;Bad Faith&#039;&#039;&#039; (double wall-attacks), &#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; (double tank-buster) before entering an enraged state, imposing a DPS check via &#039;&#039;&#039;Ancient Dark IV&#039;&#039;&#039;. If Hades hasn&#039;t been sufficiently damaged before the cast goes off, the party is vocally deemed &#039;unworthy&#039; and suffer an unavoidable wipe.&lt;br /&gt;
&lt;br /&gt;
Assuming the group manages to push Hades to 10% health or lower, they will transition to a new phase, and can even skip various mechanics if the overall DPS is high enough.&lt;br /&gt;
&lt;br /&gt;
As the arena submerges into total darkness, shades of various ascians that you have defeated in the past will be summoned to the arena, each one utilizing different mechanics. &lt;br /&gt;
&lt;br /&gt;
===Shade of Nabriales===&lt;br /&gt;
&lt;br /&gt;
A shade of Nabriales will appear in the middle of the platform and begin to long-cast &#039;&#039;&#039;Quake III&#039;&#039;&#039;. If successfully cast, the raid will suffer unavoidable damage depending on how much HP the shade had left. The group will need to reduce the shades health to at least 50% or lower to survive.&lt;br /&gt;
&lt;br /&gt;
To complicate matters, pairs of &#039;&#039;&#039;Comets&#039;&#039;&#039; will slowly begin to descend into the arena simultaneously, indicated by circles on the ground. Much like all other comet mechanics, at least one player will need to be occupying a circle before the comet reaches the platform. If any comet reaches the platform unsoaked, the raid will be wiped. Unfortunately, a hefty number of comets will continuously drop in pairs for a large portion of the Nabriales add phase, rotating around the arena with each drop. As a rule of thumb, both tanks should work on soaking the comets (with cooldowns) so that the rest of the raid can maintain uptime on Nabriales.&lt;br /&gt;
&lt;br /&gt;
Furthermore, four &#039;&#039;&#039;Shadow Of The Ancients&#039;&#039;&#039; will eventually enter the arena - each one tethering itself to a damage dealer. After a delay, the shadowy ancients will aim a blast at their respective (tethered) victim that inflicts high damage and debuffs. As a result, all tethered players should try to avoid aiming their tether towards other members of the raid - especially those who are soaking comets, as doing so will likely result in their death(s).&lt;br /&gt;
&lt;br /&gt;
After the ancients have blasted their tethered victims, both healers will acquire a stack-up marker via &#039;&#039;&#039;Ancient Water III&#039;&#039;&#039;, and each tank will be marked by an AoE circle via &#039;&#039;&#039;Ancient Darkness&#039;&#039;&#039;. The raid will need to be split in half so that each healer has sufficient people to absorb the damage, whereas tanks will need to ensure that they do not overlap the stacking groups with their AoE circles.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Ancient Water III + Ancient Darkness&#039;&#039;&#039; has resolved, the shade of Nabriales will finalize its &#039;&#039;&#039;Quake III&#039;&#039;&#039; cast, dealing damage based on how much health it had remaining.&lt;br /&gt;
&lt;br /&gt;
===Shades of Igeyorhm &amp;amp; Lahabrea===&lt;br /&gt;
&lt;br /&gt;
Shades of Igeyorhm and Lahabrea will enter the arena as tankable adds and immediately pepper the raid with &#039;&#039;&#039;Fire Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard Sphere&#039;&#039;&#039;, inflicting all members of the group with either a &#039;&#039;&#039;Fire Brand&#039;&#039;&#039; (increased damage from fire mechanics) or &#039;&#039;&#039;Freezing Brand&#039;&#039;&#039; (increased damage from ice mechanics). At this point, each shade should be kept apart while being destroyed, and players with &#039;&#039;&#039;Fire Brand&#039;&#039;&#039; should only attack (or tank) Igeyorhm (ice-aspected) whilst those with &#039;&#039;&#039;Freezing Brand&#039;&#039;&#039; should only attack (or tank) Lahabrea (fire-aspected).&lt;br /&gt;
&lt;br /&gt;
Each shade will frequently utilize a mini-tankbuster which is not overly dangerous by itself, but if a fire-branded tank takes on Lahabrea (who is fire-based), the results will be nasty. Furthermore, the raid should make an effort to kill both adds as close to simultaneously as possible. &lt;br /&gt;
&lt;br /&gt;
Soon after, four &#039;&#039;&#039;Shadow of the Ancients&#039;&#039;&#039; will appear within the arena - one in the north, south, east, and west. All four ancients will tether themselves to random players - two of the tethers being ice-based and two being fire-based. After a delay, the ancients will bombard the tethered victim with AoE damage of the tethered element. Seeing as players take increased damage from mechanics of the same element to their brand, the raid will need to swap or intercept tethers so that they do not have a tether of the same element, as failure to do so will likely be fatal. Furthermore, anyone designated to taking tethers should make sure that they are not standing close to other players, as the AoE damage from the ancient shades may overlap.&lt;br /&gt;
&lt;br /&gt;
For best results, each tank and healer should intercept tethers (opposite to their respective elemental brand) so that the damage dealers can maintain uptime on Igeyorhm and Lahabrea, away from the designated tether holders.&lt;br /&gt;
&lt;br /&gt;
Once the tethers have resolved, Igeyorhm and Lahabrea will cast another &#039;&#039;&#039;Fire Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard Sphere&#039;&#039;&#039;, causing all ice and fire brands to be reversed. As a result, a tank swap will likely be required. Once both shades have been defeated, Igeyorhm and Lahabrea will merge into &#039;&#039;&#039;Ascian prime&#039;&#039;&#039;, much like they did in the [[The Aetherochemical Research Facility]] back in Heavensward.&lt;br /&gt;
&lt;br /&gt;
===Ascian Prime===&lt;br /&gt;
&lt;br /&gt;
After merging into the dreaded Ascian Prime, it will immediately cast &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039;, reducing the HP of all participants to single digits. Soon after, all players (based on role) will acquire a collection of overlapping debuffs. Meanwhile, the Ascian Prime will be long-casting &#039;&#039;&#039;Blight&#039;&#039;&#039;, which will take place once all debuffs have been resolved.&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Tanks&#039;&#039;&#039; and &#039;&#039;&#039;Healers&#039;&#039;&#039; will be afflicted with:&lt;br /&gt;
*&#039;&#039;&#039;Doom&#039;&#039;&#039; - a ticking debuff that will outright slay the victim if they are not healed to full health before the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Circle&#039;&#039;&#039; - causes affected players to emit a large donut AoE from their present location after a delay.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; - causes players to eventually emit a gaze attack, petrifying any player looking directly at them when the debuff expires.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Damage Dealers&#039;&#039;&#039; will be afflicted with:&lt;br /&gt;
*&#039;&#039;&#039;Beyond Death&#039;&#039;&#039; - a debuff that can only be removed by taking fatal damage.&lt;br /&gt;
*&#039;&#039;&#039;Off-Balance&#039;&#039;&#039; - causes affected players to be knocked backwards a set distance once they take damage.&lt;br /&gt;
*&#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; - causes the affected players to eventually detonate (large AoE) at their current location once the debuff has expired.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
One method of dealing with the onslaught of debuffs is to have healers immediately start healing to cure off all &#039;&#039;&#039;Doom&#039;&#039;&#039; debuffs as soon as &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; has been cast. During that, each tank and healer should stand close to the centre of the arena at cardinal positions around Ascian Prime (north, south, east, and west of its hitbox), which ensures that their eventual &#039;&#039;&#039;Ancient Circle&#039;&#039;&#039; donut AoE&#039;s are in manageable positions, providing a safe spot right in the centre so that no other tank or healer will be clipped.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, each damage dealer should pair-up with a tank or healer - standing behind them with their back to the outside so that they will receive fatal damage from &#039;&#039;&#039;Ancient Circle&#039;&#039;&#039;, removing their &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; debuff. As a result of taking damage, damage dealers will also be knocked back to the arena edges via &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; (assuming they have their back turned to the outer edges), safely away from all other party members. Once achieved, all damage dealers will then need to turn away from the tanks and healers in the centre to avoid the petrifying gaze of &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039;. Just remember that &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; will knock you backwards in the opposite direction you are facing, so be sure you are facing the right direction for the knockback before turning away from the gaze attack afterwards.&lt;br /&gt;
&lt;br /&gt;
After the knockback, damage dealers should remain in position until their &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; - causes the Ascian Prime to blast the raid with unavoidable damage and apply a vicious bleed to all participants shortly after the debuffs from &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; have resolved. The bleed itself will persist for 30 seconds, and the initial blast itself will also hurt a great deal, thus healers will have to ensure that everyone is topped up as soon as possible once the &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; debuffs have resolved, and continue healing for quite a while afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Height Of Chaos&#039;&#039;&#039; - a vicious tank-buster against the Ascian Prime&#039;s main target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megiddo Flame&#039;&#039;&#039; - places a stack-line marker on each healer, forcing the raid to split into two groups to help share the damage of each. Healers must also make sure that their stack-line&#039;s do not overlap as the results may be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Flare&#039;&#039;&#039; - hits the entire raid with a burst of shadowy energy. Healers will need to ensure that everyone has been sufficiently topped up after the previous &#039;&#039;&#039;Megiddo Flame&#039;&#039;&#039; stack-lines to avoid untimely deaths.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancient Eruption&#039;&#039;&#039; - causes two players to drop AoE circles beneath their feet, following them for a total of three detonations each. If targeted by &#039;&#039;&#039;Ancient Eruption&#039;&#039;&#039;, be sure to run to the outer edges of the arena, preferably avoiding the bulk of the raid (and each other) while doing so.&lt;br /&gt;
&lt;br /&gt;
With enough overall DPS, some of the above mechanics will be skipped.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully slay the shade, Hades will return to the arena and the final phase of the encounter begins.&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
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 the highest enmity (typically the tank) will be constantly peppered by ranged auto-attacks in-between all other mechanics. Furthermore, the arena itself will no longer have an outer railing, meaning players can accidentally walk (or be knocked over) the edge. Thankfully, any player who falls to their death can be resurrected after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Against The Majestic&#039;&#039;&#039; - summons two &#039;&#039;&#039;Comets&#039;&#039;&#039; which will begin to fall at the north and south ends of the arena. Just like earlier, each comet will need to be soaked by at least one player to avoid fatal damage, and is best achieved by having the main-tank take the comet close to Hades whilst the off-tank absorbs the comet to the south - preferably with mitigation CDs. Also, much like the comets you dealt with during the Nabriales add phase, they will continue to drop in pairs for a hefty portion of the phase, so be wary! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captivity&#039;&#039;&#039; - marks a random healer with an AoE circle. After a brief delay, the marked healer (and anyone overlapped by their circle) will be forcibly sucked into the centre of the arena and entrapped within an &#039;&#039;&#039;Aetherial Gaol&#039;&#039;&#039;. Players trapped in this manner will be raised into the air and unable to move or act in any way. All untrapped players will need to quickly destroy the &#039;&#039;&#039;Aetherial Goal&#039;&#039;&#039; as soon as possible to free their comrade(s). If this is not done in time, all trapped players will be executed regardless of their HP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Again The Martyr&#039;&#039;&#039; - creates a stack-up marker on each healer, an ice-based AoE marker on all damage dealers, and charges up a knockback that will eventually punt all players from the centre of the arena. Seeing as damage dealers cannot stack with the healers to help with the damage, each healer should pair up with a tank for that purpose, preferably by having them pair up slightly to the east and west of the arena centre. Meanwhile, all damage dealers should stand at a more diagonal position. As a result, each marked healer (and a paired tank) will be knocked back together and successfully soak the stack-markers, whilst the damage dealers are knocked at a diagonal angle and drop their ice-markers away from the stacked pairs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Again The Abyssal Celebrant&#039;&#039;&#039; - causes Hades to emit cone-shaped telegraphs in multiple directions, leaving two small safe-zones nearer his hitbox and two longer safe zones cutting across the arena in a larger shape. Simultaneously, both healers will acquire a stack-line marker that will eventually inflict multiple hits that need to be soaked. Lastly, the two farthest damage dealers will also acquire purple AoE circles, causing them to drop three persistent puddles one after the other. All three mechanics will resolve at the same time, so positioning is key.&lt;br /&gt;
&lt;br /&gt;
To deal with the overlapping mechanics, each healer should move to the smaller safe-lines near Hades (one per safe-zone) whilst the tanks and unmarked damage-dealers split up to help soak the stack markers. Meanwhile, the two damage-dealers marked with AoE circles should use the larger safe-slices to move as far away from Hades as possible. Once their puddles begin to drop, they will have plenty of room to drop each of their three puddles (one after another). Once all mechanics have resolved, the AoE puddles will persist for quite some time, so be wary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Seal&#039;&#039;&#039; - creates two orbs within the arena that will begin to slowly grow in size and should be avoided at all costs. The position of the orbs can be one of two different patterns, with safe spots for either pattern being quite close to Hades himself. Whilst the orbs are growing, Hades will either cast &#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; or &#039;&#039;&#039;Shadowstream&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- If &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; is cast - Hades will emit a non-telegraphed column straight through the middle of the arena, indicated by a large ball of dark energy swirling in front of Hades&#039; face. If you notice the animation, simply move to the east or west side of the platform to avoid the upcoming blast (whilst also avoiding the growing &#039;&#039;&#039;Dark Seal&#039;&#039;&#039; orbs).&lt;br /&gt;
&lt;br /&gt;
-- If &#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; is cast - Hades will emit an inverted version of &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; (see above). Instead of a column AoE through the centre, Hades will instead blast the left and right side of the arena, leaving only the centre as a safe spot. In either case, all players will also need to avoid colliding with the growing &#039;&#039;&#039;Dark Seal&#039;&#039;&#039; orbs.&lt;br /&gt;
&lt;br /&gt;
After reaching this point, Hades will begin to loop the above mechanics until his health has been dropped to 30% or lower. Once that has been achieved, players will have to deal with an &#039;&#039;&#039;Active Time Maneuver&#039;&#039;&#039;, much like they did in normal mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Current&#039;&#039;&#039; - causes multiple AoE circles to spawn at the east and west sides of the arena (in lanes) that will eventually begin to travel across the platform from one side to the other in a straight line. Due to the lane-line nature of the mechanic, an easy method of avoiding them is to simply stand behind an AoE circle that has passed you by, as each lane will only contain one travelling circle. However, bear in mind that &#039;&#039;&#039;Dark Current&#039;&#039;&#039; will happen in two waves, not just one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; - a raid-wide blast of darkness, keeping healers on their toes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #1&#039;&#039;&#039; - a multi-hitting raid-swipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #2 (Towers)&#039;&#039;&#039; - creates a pillar to the east and west of the platform that needs to be soaked by at least one player each - preferably tanks. After a brief delay, Hades will bring each fist down upon those locations, inflicting tremendous damage to those standing by the pillars.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #3&#039;&#039;&#039; - another multi-hitting raid-buster, except this time, all participants will receive a very heavy damage-over-time debuff with a long duration. Healers will need to be on their toes until it expires.&lt;br /&gt;
&lt;br /&gt;
With the whole raid taking continuous damage over time, Hades will unleash another set of travelling AoE&#039;s via &#039;&#039;&#039;Dark Current&#039;&#039;&#039;, followed by another &#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; (raid-wide blast), and one final &#039;&#039;&#039;Quadrastrike&#039;&#039;&#039; (multi-hitting raid-swipe) before entering an enraged state, long-casting a super-powered &#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; that will wipe the raid if Hades isn&#039;t defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops list|Hades}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=180px&amp;gt;&lt;br /&gt;
The Minstrel&#039;s Ballad Hades&#039;s Elegy1.jpg&lt;br /&gt;
The Minstrel&#039;s Ballad Hades&#039;s Elegy2.jpg&lt;br /&gt;
Minstrel&#039;s Ballad- Hades&#039;s Elegy11.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hades%27s_Elegy&amp;diff=275490</id>
		<title>The Minstrel&#039;s Ballad: Hades&#039;s Elegy</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hades%27s_Elegy&amp;diff=275490"/>
		<updated>2021-02-22T08:16:54Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dying Gasp}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Hearken unto a requiem for a hero fallen. A man who lived a thousand thousand of our lives clinging desperately to faint hope, never shirking his sworn duty to his long-lost brethren. A man who stood proud and did avow his true name on the threshold of the battle that would see him fall to his rival─the light to quench his shadow. Borrowing liberally from the funereal rites of the Night&#039;s Blessed, the minstreling wanderer weaves an elegy in that hero&#039;s honor─the tragic-yet-triumphant tale of a man and a battle that ne&#039;er shall be forgotten.&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Hades&#039;s Elegy1.jpg&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&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 = The Crystarium&lt;br /&gt;
| entrance-coordinates = 7.5,12.5&lt;br /&gt;
| req-quest = Minstrel from Another Mother&lt;br /&gt;
| patch = 5.1&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players must have completed the [[Main Scenario Quest]] [[Shadowbringers (Quest)|Shadowbringers]] and the quest [[Minstrel from Another Mother]], then the trial will be available from the [[Minstreling Wanderer]] in the [[Crystarium]].&lt;br /&gt;
&lt;br /&gt;
==Hades: Phases &amp;amp; Abilities==&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, 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.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all Hades&#039; abilities and phases.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancient Double&#039;&#039;&#039; - Hades provides himself with a buff at the beginning of the engagement, causing &#039;&#039;&#039;all&#039;&#039;&#039; of his future abilities to be cast in doubles for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowspread&#039;&#039;&#039; - causes all participants to become the target of two consecutive cone-shaped AoE&#039;s one after the other due to &#039;&#039;&#039;Ancient Double&#039;&#039;&#039;. As a result, all players should be assigned cardinal or inter-cardinal positions around the boss (like a clock) so that the cone attacks do not overlap each other. Once the first cone has been fired, all players can then side-step to avoid the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bad Faith&#039;&#039;&#039; - creates a large purple wall through the centre of the arena, 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 a side of the wall that does not have spikes pointing in their direction. After the wall has fired, &#039;&#039;&#039;Ancient Double&#039;&#039;&#039; will cause the attack to happen again - inverted with no telegraph. As a result, the previously safe areas will then be blasted whilst the previously unsafe areas become safe-spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; - Hades cleaves his primary target with a vicious AoE tank-buster. Unlike normal mode, &#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; will be also &#039;&#039;&#039;doubled&#039;&#039;&#039; and comes with a debuff. As a result, tanks will need to decide between having one tank take both hits using an &#039;&#039;&#039;invulnerability cooldown&#039;&#039;&#039;, or organizing a tank-swap between the two hits.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; - causes the arena to fill up with either &#039;&#039;&#039;Red Orbs&#039;&#039;&#039; or &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;. In both cases, there will always be a missing orb or mirror, which can be used to determine where a future safe spot will be present.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; spawns &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, they will eventually explode in an AoE fashion once Hades casts &#039;&#039;&#039;Arcane Control&#039;&#039;&#039;. However, one orb will be noticeably missing within the arena, indicating where players should stand to avoid the explosions. For reference, players can check the circular patterns on the floor, as the circles on the floor indicate the radius of the orb explosions.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; spawns &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;, they will eventually shoot straight-line AoE&#039;s in the direction they are facing once Hades has cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039;. However, one mirror will be noticeably missing, and a mirror in the centre of the platform will be pointing towards the gap, meaning the gap is not safe. To avoid, players will need to stand behind the mirror opposite the empty space.&lt;br /&gt;
&lt;br /&gt;
-----&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 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, repeating the process as many times as necessary until the mechanic resolves. Bear in mind that &#039;&#039;&#039;Broken Faith&#039;&#039;&#039; will drop far more circles over time compared to the version witnessed in normal mode.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Broken Faith&#039;&#039;&#039; has concluded, the previously unused &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; effect will take place. For example, if the first &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; involved &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, players will now be dealing with &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;. Once the alternate &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; has concluded, Hades will execute another &#039;&#039;&#039;Shadow Spread&#039;&#039;&#039; (doubled cone-attacks), &#039;&#039;&#039;Bad Faith&#039;&#039;&#039; (double wall-attacks), &#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; (double tank-buster) before entering an enraged state, imposing a DPS check via &#039;&#039;&#039;Ancient Dark IV&#039;&#039;&#039;. If Hades hasn&#039;t been sufficiently damaged before the cast goes off, the party is vocally deemed &#039;unworthy&#039; and suffer an unavoidable wipe.&lt;br /&gt;
&lt;br /&gt;
Assuming the group manages to push Hades to 10% health or lower, they will transition to a new phase, and can even skip various mechanics if the overall DPS is high enough.&lt;br /&gt;
&lt;br /&gt;
As the arena submerges into total darkness, shades of various ascians that you have defeated in the past will be summoned to the arena, each one utilizing different mechanics. &lt;br /&gt;
&lt;br /&gt;
===Shade of Nabriales===&lt;br /&gt;
&lt;br /&gt;
A shade of Nabriales will appear in the middle of the platform and begin to long-cast &#039;&#039;&#039;Quake III&#039;&#039;&#039;. If successfully cast, the raid will suffer unavoidable damage depending on how much HP the shade had left. The group will need to reduce the shades health to at least 50% or lower to survive.&lt;br /&gt;
&lt;br /&gt;
To complicate matters, pairs of &#039;&#039;&#039;Comets&#039;&#039;&#039; will slowly begin to descend into the arena simultaneously, indicated by circles on the ground. Much like all other comet mechanics, at least one player will need to be occupying a circle before the comet reaches the platform. If any comet reaches the platform unsoaked, the raid will be wiped. Unfortunately, a hefty number of comets will continuously drop in pairs for a large portion of the Nabriales add phase, rotating around the arena with each drop. As a rule of thumb, both tanks should work on soaking the comets (with cooldowns) so that the rest of the raid can maintain uptime on Nabriales.&lt;br /&gt;
&lt;br /&gt;
Furthermore, four &#039;&#039;&#039;Shadow Of The Ancients&#039;&#039;&#039; will eventually enter the arena - each one tethering itself to a damage dealer. After a delay, the shadowy ancients will aim a blast at their respective (tethered) victim that inflicts high damage and debuffs. As a result, all tethered players should try to avoid aiming their tether towards other members of the raid - especially those who are soaking comets, as doing so will likely result in their death(s).&lt;br /&gt;
&lt;br /&gt;
After the ancients have blasted their tethered victims, both healers will acquire a stack-up marker via &#039;&#039;&#039;Ancient Water III&#039;&#039;&#039;, and each tank will be marked by an AoE circle via &#039;&#039;&#039;Ancient Darkness&#039;&#039;&#039;. The raid will need to be split in half so that each healer has sufficient people to absorb the damage, whereas tanks will need to ensure that they do not overlap the stacking groups with their AoE circles.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Ancient Water III + Ancient Darkness&#039;&#039;&#039; has resolved, the shade of Nabriales will finalize its &#039;&#039;&#039;Quake III&#039;&#039;&#039; cast, dealing damage based on how much health it had remaining.&lt;br /&gt;
&lt;br /&gt;
===Shades of Igeyorhm &amp;amp; Lahabrea===&lt;br /&gt;
&lt;br /&gt;
Shades of Igeyorhm and Lahabrea will enter the arena as tankable adds and immediately pepper the raid with &#039;&#039;&#039;Fire Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard Sphere&#039;&#039;&#039;, inflicting all members of the group with either a &#039;&#039;&#039;Fire Brand&#039;&#039;&#039; (increased damage from fire mechanics) or &#039;&#039;&#039;Freezing Brand&#039;&#039;&#039; (increased damage from ice mechanics). At this point, each shade should be kept apart while being destroyed, and players with &#039;&#039;&#039;Fire Brand&#039;&#039;&#039; should only attack (or tank) Igeyorhm (ice-aspected) whilst those with &#039;&#039;&#039;Freezing Brand&#039;&#039;&#039; should only attack (or tank) Lahabrea (fire-aspected).&lt;br /&gt;
&lt;br /&gt;
Each shade will frequently utilize a mini-tankbuster which is not overly dangerous by itself, but if a fire-branded tank takes on Lahabrea (who is fire-based), the results will be nasty. Furthermore, the raid should make an effort to kill both adds as close to simultaneously as possible. &lt;br /&gt;
&lt;br /&gt;
Soon after, four &#039;&#039;&#039;Shadow of the Ancients&#039;&#039;&#039; will appear within the arena - one in the north, south, east, and west. All four ancients will tether themselves to random players - two of the tethers being ice-based and two being fire-based. After a delay, the ancients will bombard the tethered victim with AoE damage of the tethered element. Seeing as players take increased damage from mechanics of the same element to their brand, the raid will need to swap or intercept tethers so that they do not have a tether of the same element, as failure to do so will likely be fatal. Furthermore, anyone designated to taking tethers should make sure that they are not standing close to other players, as the AoE damage from the ancient shades may overlap.&lt;br /&gt;
&lt;br /&gt;
For best results, each tank and healer should intercept tethers (opposite to their respective elemental brand) so that the damage dealers can maintain uptime on Igeyorhm and Lahabrea, away from the designated tether holders.&lt;br /&gt;
&lt;br /&gt;
Once the tethers have resolved, Igeyorhm and Lahabrea will cast another &#039;&#039;&#039;Fire Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard Sphere&#039;&#039;&#039;, causing all ice and fire brands to be reversed. As a result, a tank swap will likely be required. Once both shades have been defeated, Igeyorhm and Lahabrea will merge into &#039;&#039;&#039;Ascian prime&#039;&#039;&#039;, much like they did in the [[The Aetherochemical Research Facility]] back in Heavensward.&lt;br /&gt;
&lt;br /&gt;
===Ascian Prime===&lt;br /&gt;
&lt;br /&gt;
After merging into the dreaded Ascian Prime, it will immediately cast &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039;, reducing the HP of all participants to single digits. Soon after, all players (based on role) will acquire a collection of overlapping debuffs. Meanwhile, the Ascian Prime will be long-casting &#039;&#039;&#039;Blight&#039;&#039;&#039;, which will take place once all debuffs have been resolved.&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Tanks&#039;&#039;&#039; and &#039;&#039;&#039;Healers&#039;&#039;&#039; will be afflicted with:&lt;br /&gt;
*&#039;&#039;&#039;Doom&#039;&#039;&#039; - a ticking debuff that will outright slay the victim if they are not healed to full health before the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Circle&#039;&#039;&#039; - causes affected players to emit a large donut AoE from their present location after a delay.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; - causes players to eventually emit a gaze attack, petrifying any player looking directly at them when the debuff expires.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Damage Dealers&#039;&#039;&#039; will be afflicted with:&lt;br /&gt;
*&#039;&#039;&#039;Beyond Death&#039;&#039;&#039; - a debuff that can only be removed by taking fatal damage.&lt;br /&gt;
*&#039;&#039;&#039;Off-Balance&#039;&#039;&#039; - causes affected players to be knocked backwards a set distance once they take damage.&lt;br /&gt;
*&#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; - causes the affected players to eventually detonate (large AoE) at their current location once the debuff has expired.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
One method of dealing with the onslaught of debuffs is to have healers immediately start healing to cure off all &#039;&#039;&#039;Doom&#039;&#039;&#039; debuffs as soon as &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; has been cast. During that, each tank and healer should stand close to the centre of the arena at cardinal positions around Ascian Prime (north, south, east, and west of its hitbox), which ensures that their eventual &#039;&#039;&#039;Ancient Circle&#039;&#039;&#039; donut AoE&#039;s are in manageable positions, providing a safe spot right in the centre so that no other tank or healer will be clipped.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, each damage dealer should pair-up with a tank or healer - standing behind them with their back to the outside so that they will receive fatal damage from &#039;&#039;&#039;Ancient Circle&#039;&#039;&#039;, removing their &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; debuff. As a result of taking damage, damage dealers will also be knocked back to the arena edges via &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; (assuming they have their back turned to the outer edges), safely away from all other party members. Once achieved, all damage dealers will then need to turn away from the tanks and healers in the centre to avoid the petrifying gaze of &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039;. Just remember that &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; will knock you backwards in the opposite direction you are facing, so be sure you are facing the right direction for the knockback before turning away from the gaze attack afterwards.&lt;br /&gt;
&lt;br /&gt;
After the knockback, damage dealers should remain in position until their &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; - causes the Ascian Prime to blast the raid with unavoidable damage and apply a vicious bleed to all participants shortly after the debuffs from &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; have resolved. The bleed itself will persist for 30 seconds, and the initial blast itself will also hurt a great deal, thus healers will have to ensure that everyone is topped up as soon as possible once the &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; debuffs have resolved, and continue healing for quite a while afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Height Of Chaos&#039;&#039;&#039; - a vicious tank-buster against the Ascian Prime&#039;s main target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megiddo Flame&#039;&#039;&#039; - places a stack-line marker on each healer, forcing the raid to split into two groups to help share the damage of each. Healers must also make sure that their stack-line&#039;s do not overlap as the results may be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Flare&#039;&#039;&#039; - hits the entire raid with a burst of shadowy energy. Healers will need to ensure that everyone has been sufficiently topped up after the previous &#039;&#039;&#039;Megiddo Flame&#039;&#039;&#039; stack-lines to avoid untimely deaths.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancient Eruption&#039;&#039;&#039; - causes two players to drop AoE circles beneath their feet, following them for a total of three detonations each. If targeted by &#039;&#039;&#039;Ancient Eruption&#039;&#039;&#039;, be sure to run to the outer edges of the arena, preferably avoiding the bulk of the raid (and each other) while doing so.&lt;br /&gt;
&lt;br /&gt;
With enough overall DPS, some of the above mechanics will be skipped.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully slay the shade, Hades will return to the arena and the final phase of the encounter begins.&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
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 the highest enmity (typically the tank) will be constantly peppered by ranged auto-attacks in-between all other mechanics. Furthermore, the arena itself will no longer have an outer railing, meaning players can accidentally walk (or be knocked over) the edge. Thankfully, any player who falls to their death can be resurrected after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Against The Majestic&#039;&#039;&#039; - summons two &#039;&#039;&#039;Comets&#039;&#039;&#039; which will begin to fall at the north and south ends of the arena. Just like earlier, each comet will need to be soaked by at least one player to avoid fatal damage, and is best achieved by having the main-tank take the comet close to Hades whilst the off-tank absorbs the comet to the south - preferably with mitigation CDs. Also, much like the comets you dealt with during the Nabriales add phase, they will continue to drop in pairs for a hefty portion of the phase, so be wary! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captivity&#039;&#039;&#039; - marks a random healer with an AoE circle. After a brief delay, the marked healer (and anyone overlapped by their circle) will be forcibly sucked into the centre of the arena and entrapped within an &#039;&#039;&#039;Aetherial Gaol&#039;&#039;&#039;. Players trapped in this manner will be raised into the air and unable to move or act in any way. All untrapped players will need to quickly destroy the &#039;&#039;&#039;Aetherial Goal&#039;&#039;&#039; as soon as possible to free their comrade(s). If this is not done in time, all trapped players will be executed regardless of their HP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Again The Martyr&#039;&#039;&#039; - creates a stack-up marker on each healer, an ice-based AoE marker on all damage dealers, and charges up a knockback that will eventually punt all players from the centre of the arena. Seeing as damage dealers cannot stack with the healers to help with the damage, each healer should pair up with a tank for that purpose, preferably by having them pair up slightly to the east and west of the arena centre. Meanwhile, all damage dealers should stand at a more diagonal position. As a result, each marked healer (and a paired tank) will be knocked back together and successfully soak the stack-markers, whilst the damage dealers are knocked at a diagonal angle and drop their ice-markers away from the stacked pairs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Again The Abyssal Celebrant&#039;&#039;&#039; - causes Hades to emit cone-shaped telegraphs in multiple directions, leaving two small safe-zones nearer his hitbox and two longer safe zones cutting across the arena in a larger shape. Simultaneously, both healers will acquire a stack-line marker that will eventually inflict multiple hits that need to be soaked. Lastly, the two farthest damage dealers will also acquire purple AoE circles, causing them to drop three persistent puddles one after the other. All three mechanics will resolve at the same time, thus positioning is key.&lt;br /&gt;
&lt;br /&gt;
To deal with the overlapping mechanics, each healer should move to the smaller safe-lines near Hades (one per safe-zone) whilst the tanks and unmarked damage-dealers split up to help soak the stack markers. Meanwhile, the two damage-dealers marked with AoE circles should use the larger safe-slices to move as far away from Hades as possible. Once their puddles begin to drop, they will have plenty of room to drop each of their three puddles (one after another). Once all mechanics have resolved, the AoE puddles will persist for quite some time, so be wary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Seal&#039;&#039;&#039; - creates two orbs within the arena that will begin to slowly grow in size and should be avoided at all costs. The position of the orbs can be one of two different patterns, with safe spots for either pattern being quite close to Hades himself. Whilst the orbs are growing, Hades will either cast &#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; or &#039;&#039;&#039;Shadowstream&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- If &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; is cast - Hades will emit a non-telegraphed column straight through the middle of the arena, indicated by a large ball of dark energy swirling in front of Hades&#039; face. If you notice the animation, simply move to the east or west side of the platform to avoid the upcoming blast (whilst also avoiding the growing &#039;&#039;&#039;Dark Seal&#039;&#039;&#039; orbs).&lt;br /&gt;
&lt;br /&gt;
-- If &#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; is cast - Hades will emit an inverted version of &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; (see above). Instead of a column AoE through the centre, Hades will instead blast the left and right side of the arena, leaving only the centre as a safe spot. In either case, all players will also need to avoid colliding with the growing &#039;&#039;&#039;Dark Seal&#039;&#039;&#039; orbs.&lt;br /&gt;
&lt;br /&gt;
After reaching this point, Hades will begin to loop the above mechanics until his health has been dropped to 30% or lower. Once that has been achieved, players will have to deal with an &#039;&#039;&#039;Active Time Maneuver&#039;&#039;&#039;, much like they did in normal mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Current&#039;&#039;&#039; - causes multiple AoE circles to spawn at the east and west sides of the arena (in lanes) that will eventually begin to travel across the platform from one side to the other in a straight line. Due to the lane-line nature of the mechanic, an easy method of avoiding them is to simply stand behind an AoE circle that has passed you by, as each lane will only contain one travelling circle. However, bear in mind that &#039;&#039;&#039;Dark Current&#039;&#039;&#039; will happen in two waves, not just one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; - a raid-wide blast of darkness, keeping healers on their toes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #1&#039;&#039;&#039; - a multi-hitting raid-swipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #2 (Towers)&#039;&#039;&#039; - creates a pillar to the east and west of the platform that needs to be soaked by at least one player each - preferably tanks. After a brief delay, Hades will bring each fist down upon those locations, inflicting tremendous damage to those standing by the pillars.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #3&#039;&#039;&#039; - another multi-hitting raid-buster, except this time, all participants will receive a very heavy damage-over-time debuff with a long duration. Healers will need to be on their toes until it expires.&lt;br /&gt;
&lt;br /&gt;
With the whole raid taking continuous damage over time, Hades will unleash another set of travelling AoE&#039;s via &#039;&#039;&#039;Dark Current&#039;&#039;&#039;, followed by another &#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; (raid-wide blast), and one final &#039;&#039;&#039;Quadrastrike&#039;&#039;&#039; (multi-hitting raid-swipe) before entering an enraged state, long-casting a super-powered &#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; that will wipe the raid if Hades isn&#039;t defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops list|Hades}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=180px&amp;gt;&lt;br /&gt;
The Minstrel&#039;s Ballad Hades&#039;s Elegy1.jpg&lt;br /&gt;
The Minstrel&#039;s Ballad Hades&#039;s Elegy2.jpg&lt;br /&gt;
Minstrel&#039;s Ballad- Hades&#039;s Elegy11.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hades%27s_Elegy&amp;diff=275489</id>
		<title>The Minstrel&#039;s Ballad: Hades&#039;s Elegy</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hades%27s_Elegy&amp;diff=275489"/>
		<updated>2021-02-22T08:16:05Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dying Gasp}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Hearken unto a requiem for a hero fallen. A man who lived a thousand thousand of our lives clinging desperately to faint hope, never shirking his sworn duty to his long-lost brethren. A man who stood proud and did avow his true name on the threshold of the battle that would see him fall to his rival─the light to quench his shadow. Borrowing liberally from the funereal rites of the Night&#039;s Blessed, the minstreling wanderer weaves an elegy in that hero&#039;s honor─the tragic-yet-triumphant tale of a man and a battle that ne&#039;er shall be forgotten.&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Hades&#039;s Elegy1.jpg&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&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 = The Crystarium&lt;br /&gt;
| entrance-coordinates = 7.5,12.5&lt;br /&gt;
| req-quest = Minstrel from Another Mother&lt;br /&gt;
| patch = 5.1&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players must have completed the [[Main Scenario Quest]] [[Shadowbringers (Quest)|Shadowbringers]] and the quest [[Minstrel from Another Mother]], then the trial will be available from the [[Minstreling Wanderer]] in the [[Crystarium]].&lt;br /&gt;
&lt;br /&gt;
==Hades: Phases &amp;amp; Abilities==&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, 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.&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;Ancient Double&#039;&#039;&#039; - Hades provides himself with a buff at the beginning of the engagement, causing &#039;&#039;&#039;all&#039;&#039;&#039; of his future abilities to be cast in doubles for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowspread&#039;&#039;&#039; - causes all participants to become the target of two consecutive cone-shaped AoE&#039;s one after the other due to &#039;&#039;&#039;Ancient Double&#039;&#039;&#039;. As a result, all players should be assigned cardinal or inter-cardinal positions around the boss (like a clock) so that the cone attacks do not overlap each other. Once the first cone has been fired, all players can then side-step to avoid the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bad Faith&#039;&#039;&#039; - creates a large purple wall through the centre of the arena, 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 a side of the wall that does not have spikes pointing in their direction. After the wall has fired, &#039;&#039;&#039;Ancient Double&#039;&#039;&#039; will cause the attack to happen again - inverted with no telegraph. As a result, the previously safe areas will then be blasted whilst the previously unsafe areas become safe-spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; - Hades cleaves his primary target with a vicious AoE tank-buster. Unlike normal mode, &#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; will be also &#039;&#039;&#039;doubled&#039;&#039;&#039; and comes with a debuff. As a result, tanks will need to decide between having one tank take both hits using an &#039;&#039;&#039;invulnerability cooldown&#039;&#039;&#039;, or organizing a tank-swap between the two hits.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; - causes the arena to fill up with either &#039;&#039;&#039;Red Orbs&#039;&#039;&#039; or &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;. In both cases, there will always be a missing orb or mirror, which can be used to determine where a future safe spot will be present.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; spawns &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, they will eventually explode in an AoE fashion once Hades casts &#039;&#039;&#039;Arcane Control&#039;&#039;&#039;. However, one orb will be noticeably missing within the arena, indicating where players should stand to avoid the explosions. For reference, players can check the circular patterns on the floor, as the circles on the floor indicate the radius of the orb explosions.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; spawns &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;, they will eventually shoot straight-line AoE&#039;s in the direction they are facing once Hades has cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039;. However, one mirror will be noticeably missing, and a mirror in the centre of the platform will be pointing towards the gap, meaning the gap is not safe. To avoid, players will need to stand behind the mirror opposite the empty space.&lt;br /&gt;
&lt;br /&gt;
-----&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 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, repeating the process as many times as necessary until the mechanic resolves. Bear in mind that &#039;&#039;&#039;Broken Faith&#039;&#039;&#039; will drop far more circles over time compared to the version witnessed in normal mode.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Broken Faith&#039;&#039;&#039; has concluded, the previously unused &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; effect will take place. For example, if the first &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; involved &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, players will now be dealing with &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;. Once the alternate &#039;&#039;&#039;Arcane Utterance&#039;&#039;&#039; has concluded, Hades will execute another &#039;&#039;&#039;Shadow Spread&#039;&#039;&#039; (doubled cone-attacks), &#039;&#039;&#039;Bad Faith&#039;&#039;&#039; (double wall-attacks), &#039;&#039;&#039;Ravenous Assault&#039;&#039;&#039; (double tank-buster) before entering an enraged state, imposing a DPS check via &#039;&#039;&#039;Ancient Dark IV&#039;&#039;&#039;. If Hades hasn&#039;t been sufficiently damaged before the cast goes off, the party is vocally deemed &#039;unworthy&#039; and suffer an unavoidable wipe.&lt;br /&gt;
&lt;br /&gt;
Assuming the group manages to push Hades to 10% health or lower, they will transition to a new phase, and can even skip various mechanics if the overall DPS is high enough.&lt;br /&gt;
&lt;br /&gt;
As the arena submerges into total darkness, shades of various ascians that you have defeated in the past will be summoned to the arena, each one utilizing different mechanics. &lt;br /&gt;
&lt;br /&gt;
===Shade of Nabriales===&lt;br /&gt;
&lt;br /&gt;
A shade of Nabriales will appear in the middle of the platform and begin to long-cast &#039;&#039;&#039;Quake III&#039;&#039;&#039;. If successfully cast, the raid will suffer unavoidable damage depending on how much HP the shade had left. The group will need to reduce the shades health to at least 50% or lower to survive.&lt;br /&gt;
&lt;br /&gt;
To complicate matters, pairs of &#039;&#039;&#039;Comets&#039;&#039;&#039; will slowly begin to descend into the arena simultaneously, indicated by circles on the ground. Much like all other comet mechanics, at least one player will need to be occupying a circle before the comet reaches the platform. If any comet reaches the platform unsoaked, the raid will be wiped. Unfortunately, a hefty number of comets will continuously drop in pairs for a large portion of the Nabriales add phase, rotating around the arena with each drop. As a rule of thumb, both tanks should work on soaking the comets (with cooldowns) so that the rest of the raid can maintain uptime on Nabriales.&lt;br /&gt;
&lt;br /&gt;
Furthermore, four &#039;&#039;&#039;Shadow Of The Ancients&#039;&#039;&#039; will eventually enter the arena - each one tethering itself to a damage dealer. After a delay, the shadowy ancients will aim a blast at their respective (tethered) victim that inflicts high damage and debuffs. As a result, all tethered players should try to avoid aiming their tether towards other members of the raid - especially those who are soaking comets, as doing so will likely result in their death(s).&lt;br /&gt;
&lt;br /&gt;
After the ancients have blasted their tethered victims, both healers will acquire a stack-up marker via &#039;&#039;&#039;Ancient Water III&#039;&#039;&#039;, and each tank will be marked by an AoE circle via &#039;&#039;&#039;Ancient Darkness&#039;&#039;&#039;. The raid will need to be split in half so that each healer has sufficient people to absorb the damage, whereas tanks will need to ensure that they do not overlap the stacking groups with their AoE circles.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Ancient Water III + Ancient Darkness&#039;&#039;&#039; has resolved, the shade of Nabriales will finalize its &#039;&#039;&#039;Quake III&#039;&#039;&#039; cast, dealing damage based on how much health it had remaining.&lt;br /&gt;
&lt;br /&gt;
===Shades of Igeyorhm &amp;amp; Lahabrea===&lt;br /&gt;
&lt;br /&gt;
Shades of Igeyorhm and Lahabrea will enter the arena as tankable adds and immediately pepper the raid with &#039;&#039;&#039;Fire Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard Sphere&#039;&#039;&#039;, inflicting all members of the group with either a &#039;&#039;&#039;Fire Brand&#039;&#039;&#039; (increased damage from fire mechanics) or &#039;&#039;&#039;Freezing Brand&#039;&#039;&#039; (increased damage from ice mechanics). At this point, each shade should be kept apart while being destroyed, and players with &#039;&#039;&#039;Fire Brand&#039;&#039;&#039; should only attack (or tank) Igeyorhm (ice-aspected) whilst those with &#039;&#039;&#039;Freezing Brand&#039;&#039;&#039; should only attack (or tank) Lahabrea (fire-aspected).&lt;br /&gt;
&lt;br /&gt;
Each shade will frequently utilize a mini-tankbuster which is not overly dangerous by itself, but if a fire-branded tank takes on Lahabrea (who is fire-based), the results will be nasty. Furthermore, the raid should make an effort to kill both adds as close to simultaneously as possible. &lt;br /&gt;
&lt;br /&gt;
Soon after, four &#039;&#039;&#039;Shadow of the Ancients&#039;&#039;&#039; will appear within the arena - one in the north, south, east, and west. All four ancients will tether themselves to random players - two of the tethers being ice-based and two being fire-based. After a delay, the ancients will bombard the tethered victim with AoE damage of the tethered element. Seeing as players take increased damage from mechanics of the same element to their brand, the raid will need to swap or intercept tethers so that they do not have a tether of the same element, as failure to do so will likely be fatal. Furthermore, anyone designated to taking tethers should make sure that they are not standing close to other players, as the AoE damage from the ancient shades may overlap.&lt;br /&gt;
&lt;br /&gt;
For best results, each tank and healer should intercept tethers (opposite to their respective elemental brand) so that the damage dealers can maintain uptime on Igeyorhm and Lahabrea, away from the designated tether holders.&lt;br /&gt;
&lt;br /&gt;
Once the tethers have resolved, Igeyorhm and Lahabrea will cast another &#039;&#039;&#039;Fire Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard Sphere&#039;&#039;&#039;, causing all ice and fire brands to be reversed. As a result, a tank swap will likely be required. Once both shades have been defeated, Igeyorhm and Lahabrea will merge into &#039;&#039;&#039;Ascian prime&#039;&#039;&#039;, much like they did in the [[The Aetherochemical Research Facility]] back in Heavensward.&lt;br /&gt;
&lt;br /&gt;
===Ascian Prime===&lt;br /&gt;
&lt;br /&gt;
After merging into the dreaded Ascian Prime, it will immediately cast &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039;, reducing the HP of all participants to single digits. Soon after, all players (based on role) will acquire a collection of overlapping debuffs. Meanwhile, the Ascian Prime will be long-casting &#039;&#039;&#039;Blight&#039;&#039;&#039;, which will take place once all debuffs have been resolved.&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Tanks&#039;&#039;&#039; and &#039;&#039;&#039;Healers&#039;&#039;&#039; will be afflicted with:&lt;br /&gt;
*&#039;&#039;&#039;Doom&#039;&#039;&#039; - a ticking debuff that will outright slay the victim if they are not healed to full health before the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Circle&#039;&#039;&#039; - causes affected players to emit a large donut AoE from their present location after a delay.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; - causes players to eventually emit a gaze attack, petrifying any player looking directly at them when the debuff expires.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Damage Dealers&#039;&#039;&#039; will be afflicted with:&lt;br /&gt;
*&#039;&#039;&#039;Beyond Death&#039;&#039;&#039; - a debuff that can only be removed by taking fatal damage.&lt;br /&gt;
*&#039;&#039;&#039;Off-Balance&#039;&#039;&#039; - causes affected players to be knocked backwards a set distance once they take damage.&lt;br /&gt;
*&#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; - causes the affected players to eventually detonate (large AoE) at their current location once the debuff has expired.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
One method of dealing with the onslaught of debuffs is to have healers immediately start healing to cure off all &#039;&#039;&#039;Doom&#039;&#039;&#039; debuffs as soon as &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; has been cast. During that, each tank and healer should stand close to the centre of the arena at cardinal positions around Ascian Prime (north, south, east, and west of its hitbox), which ensures that their eventual &#039;&#039;&#039;Ancient Circle&#039;&#039;&#039; donut AoE&#039;s are in manageable positions, providing a safe spot right in the centre so that no other tank or healer will be clipped.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, each damage dealer should pair-up with a tank or healer - standing behind them with their back to the outside so that they will receive fatal damage from &#039;&#039;&#039;Ancient Circle&#039;&#039;&#039;, removing their &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; debuff. As a result of taking damage, damage dealers will also be knocked back to the arena edges via &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; (assuming they have their back turned to the outer edges), safely away from all other party members. Once achieved, all damage dealers will then need to turn away from the tanks and healers in the centre to avoid the petrifying gaze of &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039;. Just remember that &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; will knock you backwards in the opposite direction you are facing, so be sure you are facing the right direction for the knockback before turning away from the gaze attack afterwards.&lt;br /&gt;
&lt;br /&gt;
After the knockback, damage dealers should remain in position until their &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; detonates.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; - causes the Ascian Prime to blast the raid with unavoidable damage and apply a vicious bleed to all participants shortly after the debuffs from &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; have resolved. The bleed itself will persist for 30 seconds, and the initial blast itself will also hurt a great deal, thus healers will have to ensure that everyone is topped up as soon as possible once the &#039;&#039;&#039;Universal Manipulation&#039;&#039;&#039; debuffs have resolved, and continue healing for quite a while afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Height Of Chaos&#039;&#039;&#039; - a vicious tank-buster against the Ascian Prime&#039;s main target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megiddo Flame&#039;&#039;&#039; - places a stack-line marker on each healer, forcing the raid to split into two groups to help share the damage of each. Healers must also make sure that their stack-line&#039;s do not overlap as the results may be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Flare&#039;&#039;&#039; - hits the entire raid with a burst of shadowy energy. Healers will need to ensure that everyone has been sufficiently topped up after the previous &#039;&#039;&#039;Megiddo Flame&#039;&#039;&#039; stack-lines to avoid untimely deaths.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancient Eruption&#039;&#039;&#039; - causes two players to drop AoE circles beneath their feet, following them for a total of three detonations each. If targeted by &#039;&#039;&#039;Ancient Eruption&#039;&#039;&#039;, be sure to run to the outer edges of the arena, preferably avoiding the bulk of the raid (and each other) while doing so.&lt;br /&gt;
&lt;br /&gt;
With enough overall DPS, some of the above mechanics will be skipped.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully slay the shade, Hades will return to the arena and the final phase of the encounter begins.&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
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 the highest enmity (typically the tank) will be constantly peppered by ranged auto-attacks in-between all other mechanics. Furthermore, the arena itself will no longer have an outer railing, meaning players can accidentally walk (or be knocked over) the edge. Thankfully, any player who falls to their death can be resurrected after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Against The Majestic&#039;&#039;&#039; - summons two &#039;&#039;&#039;Comets&#039;&#039;&#039; which will begin to fall at the north and south ends of the arena. Just like earlier, each comet will need to be soaked by at least one player to avoid fatal damage, and is best achieved by having the main-tank take the comet close to Hades whilst the off-tank absorbs the comet to the south - preferably with mitigation CDs. Also, much like the comets you dealt with during the Nabriales add phase, they will continue to drop in pairs for a hefty portion of the phase, so be wary! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captivity&#039;&#039;&#039; - marks a random healer with an AoE circle. After a brief delay, the marked healer (and anyone overlapped by their circle) will be forcibly sucked into the centre of the arena and entrapped within an &#039;&#039;&#039;Aetherial Gaol&#039;&#039;&#039;. Players trapped in this manner will be raised into the air and unable to move or act in any way. All untrapped players will need to quickly destroy the &#039;&#039;&#039;Aetherial Goal&#039;&#039;&#039; as soon as possible to free their comrade(s). If this is not done in time, all trapped players will be executed regardless of their HP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Again The Martyr&#039;&#039;&#039; - creates a stack-up marker on each healer, an ice-based AoE marker on all damage dealers, and charges up a knockback that will eventually punt all players from the centre of the arena. Seeing as damage dealers cannot stack with the healers to help with the damage, each healer should pair up with a tank for that purpose, preferably by having them pair up slightly to the east and west of the arena centre. Meanwhile, all damage dealers should stand at a more diagonal position. As a result, each marked healer (and a paired tank) will be knocked back together and successfully soak the stack-markers, whilst the damage dealers are knocked at a diagonal angle and drop their ice-markers away from the stacked pairs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Again The Abyssal Celebrant&#039;&#039;&#039; - causes Hades to emit cone-shaped telegraphs in multiple directions, leaving two small safe-zones nearer his hitbox and two longer safe zones cutting across the arena in a larger shape. Simultaneously, both healers will acquire a stack-line marker that will eventually inflict multiple hits that need to be soaked. Lastly, the two farthest damage dealers will also acquire purple AoE circles, causing them to drop three persistent puddles one after the other. All three mechanics will resolve at the same time, thus positioning is key.&lt;br /&gt;
&lt;br /&gt;
To deal with the overlapping mechanics, each healer should move to the smaller safe-lines near Hades (one per safe-zone) whilst the tanks and unmarked damage-dealers split up to help soak the stack markers. Meanwhile, the two damage-dealers marked with AoE circles should use the larger safe-slices to move as far away from Hades as possible. Once their puddles begin to drop, they will have plenty of room to drop each of their three puddles (one after another). Once all mechanics have resolved, the AoE puddles will persist for quite some time, so be wary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Seal&#039;&#039;&#039; - creates two orbs within the arena that will begin to slowly grow in size and should be avoided at all costs. The position of the orbs can be one of two different patterns, with safe spots for either pattern being quite close to Hades himself. Whilst the orbs are growing, Hades will either cast &#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; or &#039;&#039;&#039;Shadowstream&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- If &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; is cast - Hades will emit a non-telegraphed column straight through the middle of the arena, indicated by a large ball of dark energy swirling in front of Hades&#039; face. If you notice the animation, simply move to the east or west side of the platform to avoid the upcoming blast (whilst also avoiding the growing &#039;&#039;&#039;Dark Seal&#039;&#039;&#039; orbs).&lt;br /&gt;
&lt;br /&gt;
-- If &#039;&#039;&#039;Polydegmon&#039;s Predation&#039;&#039;&#039; is cast - Hades will emit an inverted version of &#039;&#039;&#039;Shadowstream&#039;&#039;&#039; (see above). Instead of a column AoE through the centre, Hades will instead blast the left and right side of the arena, leaving only the centre as a safe spot. In either case, all players will also need to avoid colliding with the growing &#039;&#039;&#039;Dark Seal&#039;&#039;&#039; orbs.&lt;br /&gt;
&lt;br /&gt;
After reaching this point, Hades will begin to loop the above mechanics until his health has been dropped to 30% or lower. Once that has been achieved, players will have to deal with an &#039;&#039;&#039;Active Time Maneuver&#039;&#039;&#039;, much like they did in normal mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Current&#039;&#039;&#039; - causes multiple AoE circles to spawn at the east and west sides of the arena (in lanes) that will eventually begin to travel across the platform from one side to the other in a straight line. Due to the lane-line nature of the mechanic, an easy method of avoiding them is to simply stand behind an AoE circle that has passed you by, as each lane will only contain one travelling circle. However, bear in mind that &#039;&#039;&#039;Dark Current&#039;&#039;&#039; will happen in two waves, not just one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; - a raid-wide blast of darkness, keeping healers on their toes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #1&#039;&#039;&#039; - a multi-hitting raid-swipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #2 (Towers)&#039;&#039;&#039; - creates a pillar to the east and west of the platform that needs to be soaked by at least one player each - preferably tanks. After a brief delay, Hades will bring each fist down upon those locations, inflicting tremendous damage to those standing by the pillars.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quadrastrike #3&#039;&#039;&#039; - another multi-hitting raid-buster, except this time, all participants will receive a very heavy damage-over-time debuff with a long duration. Healers will need to be on their toes until it expires.&lt;br /&gt;
&lt;br /&gt;
With the whole raid taking continuous damage over time, Hades will unleash another set of travelling AoE&#039;s via &#039;&#039;&#039;Dark Current&#039;&#039;&#039;, followed by another &#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; (raid-wide blast), and one final &#039;&#039;&#039;Quadrastrike&#039;&#039;&#039; (multi-hitting raid-swipe) before entering an enraged state, long-casting a super-powered &#039;&#039;&#039;Gigantomachy&#039;&#039;&#039; that will wipe the raid if Hades isn&#039;t defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops list|Hades}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=180px&amp;gt;&lt;br /&gt;
The Minstrel&#039;s Ballad Hades&#039;s Elegy1.jpg&lt;br /&gt;
The Minstrel&#039;s Ballad Hades&#039;s Elegy2.jpg&lt;br /&gt;
Minstrel&#039;s Ballad- Hades&#039;s Elegy11.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dying_Gasp&amp;diff=275485</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=275485"/>
		<updated>2021-02-22T07:30:38Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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;
&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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dying_Gasp&amp;diff=275213</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=275213"/>
		<updated>2021-02-16T00:54:44Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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;
&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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dying_Gasp&amp;diff=275211</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=275211"/>
		<updated>2021-02-16T00:53:00Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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;
&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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
*&#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;
===Final Phase===&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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274168</id>
		<title>The Navel (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274168"/>
		<updated>2021-02-07T16:24:17Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Navel|The Navel (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel (Hard)&lt;br /&gt;
| image = The navel hard banner1.png&lt;br /&gt;
| description = From deep within their mines, the [[kobolds]] have watched and waited for another opportunity to summon their Great Father and wreak havoc on Limsa Lominsa. With the destruction of Ultima Weapon, the final obstacle to their plans was removed, allowing the beastmen to summon their god without fear of imperial reprisal. Once more, it falls to you to ensure that the Lord of Crags never sees the light of day.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 57&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 = In a Titan Spot&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Navel (Hard) is a level 50 [[trials|trial]] that requires a full party of 8 players. To unlock the encounter, speak with Y&#039;shtola at the Waking Sands to receive the quest [[In a Titan Spot]] (after you&#039;ve completed [[The Howling Eye (Hard)]]).&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Rock Buster&#039;&#039;&#039; is an instant melee attack that deals a moderate amount of damage to Titan&#039;s current target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landslide&#039;&#039;&#039; is a frontal column AoE that deals a moderate amount of damage and knocks back all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tumult&#039;&#039;&#039; is a stomp attack that deals a small amount of damage to all players. It is used up to seven times in a row depending on Titan&#039;s current HP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geocrush&#039;&#039;&#039; is a leaping AoE attack. When Titan jumps into the air, a giant, red, circular ground indicator will appear at the perimeter of the boss room. After a few seconds, Titan slams down into the center of the room, dealing damage to all players based on how close you are to the center. The ability also breaks off the perimeter of the boss platform. Players at the edge of the boss room will take moderate damage, whereas players close to the centre will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; is an AoE ability that spawns g circular pools of sand under four random players. The swirls explode after a few seconds and deal heavy damage to all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; is an ability that spawns numerous bombs around the boss room that will eventually explode in the order they dropped, dealing heavy damage to nearby players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rock Throw&#039;&#039;&#039; is an ability that spawns a clock-like symbol underneath a random player. After a few seconds, the marked player will be encased within a [[Granite Gaol]]. Any player trapped in this manner cannot move, attack, or use any abilities. However, other players can attack the Gaol to break the player free. After escaping a Gaol, the victim will have a cleansable [[Determination Down]] debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; is Titan&#039;s ultimate ability. If Titan&#039;s Heart has not been destroyed before the end of the phase, Titan will instantly kill all players. However, if the heart is destroyed in time, Titan will do a moderate amount of damage to all players instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; is a frontal attack that deals heavy damage to Titan&#039;s target.&lt;br /&gt;
&lt;br /&gt;
==Rotations==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039; Weight of the Land -&amp;gt; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039; Landslide -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Tumult -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039; Mountain Buster -&amp;gt; Tumult -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders + Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; (Repeat)&lt;br /&gt;
==Phase 1: 100% - 90% HP==&lt;br /&gt;
Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
During the first phase, an invisible wall prevents players from falling over the edge, and Titan himself will use Landslide and Tumult on repeat. When Titan is at about 90% [[HP]], he will leap into the air and use Geocrush. Players should move to the perimeter of the boss room as far from the centre as possible. However, players should remain within the red circle indicator, as that portion of the arena will soon drop into the lava below.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: 90% - 75% HP==&lt;br /&gt;
Weight of the Land -&amp;gt; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
At this point, the wall at the edge of the boss room is now gone. As a result, players can be knocked off the platform via attacks such as Landslide. Weight of the Land is the new ability used by Titan in this phase. Players should move out of the swirling sand traps that appear on the ground. At about 75% HP, Titan will leap into the air and use Geocrush once again. Players should move to the perimeter of the boss room, just before the red ground indicator. Geocrush signals the end of Phase 2.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: 75% - 55% HP==&lt;br /&gt;
Landslide -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
Bomb Boulders and Rock Throw are the new abilities used by Titan in this phase. Bomb Boulders spawn bombs around the arena that eventually explode in the order they were dropped. Rock Throw places a clock-like symbol at the feet of a random player. A few seconds later, it encases that player within a Granite Gaol, incapacitating the individual. Other players can destroy the Gaol to free the trapped player (who will receive a cleansable debuff - [[Determination Down]]).&lt;br /&gt;
&lt;br /&gt;
Bomb Boulders can spawn in two different patterns. In the first pattern, bombs spawn at the edge of the room, then at the center. The bombs at the edge of the room will explode first, then the bombs in the center will explode. To avoid, players should first move to the center of the room to avoid the exploding bombs at the edge of the room, then move to the empty spot at the edge of the room to avoid the bombs in the center. In the other pattern, the bombs spawn in the center area and corner areas of the room. Players should move away from the center and corners of the room to avoid explosions.&lt;br /&gt;
&lt;br /&gt;
==Phase 4: Titan&#039;s Heart==&lt;br /&gt;
Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Tumult -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury&lt;br /&gt;
&lt;br /&gt;
Players will need to destroy Titan&#039;s Heart before he can finish his ability rotation, as failure to do so will result in a wipe. Titan will not use Boulder Bombs in this phase.&lt;br /&gt;
&lt;br /&gt;
Titan will use Rock Throw twice in this phase. Players should kill the Granite Gaol and free the player for the first Rock Throw. You should ignore the Granite Gaol and DPS down Titan&#039;s Heart for the second Rock Throw. Do not forget to cleanse the [[Determination Down]]. &lt;br /&gt;
&lt;br /&gt;
Use [[Limit Break]] to kill the Heart if your party does not have enough DPS.&lt;br /&gt;
&lt;br /&gt;
After killing the Heart, players should break the player out of the Granite Gaol. Healers should cast AoE heals in preparation for Earthen Fury. &lt;br /&gt;
&lt;br /&gt;
==Phase 5: 55% - 0% HP==&lt;br /&gt;
Mountain Buster -&amp;gt; Tumult -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders + Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
During the fifth and final phase, Titan gains the Mountain Buster ability, which deals heavy damage to the tank.&lt;br /&gt;
&lt;br /&gt;
As Titan&#039;s HP drops, he will cast Tumult up to 7 in a row.&lt;br /&gt;
&lt;br /&gt;
In addition to the two Bomb Boulders spawning patterns from phase 3, Titan will have a brand new pattern. In this pattern, 9 bombs are dropped in 3 columns to form a 3 X 3 formation. The 3 bombs in the middle column will explode first, thus players should move either north or south to the 2 columns of the bombs on the side. After the bombs in the centre have exploded, players should return to the middle of the boss room to avoid the bombs on the sides. &lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titan Card]]&lt;br /&gt;
*[[Titan&#039;s Heart]]&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;
| [[Fists of Crags]] || [[file:fists of crags icon1.png]] ||50||80||[[Pugilist|PGL]] [[Monk|MNK]] ||44 (Physical)||2.40||35.20||0||align = &amp;quot;left&amp;quot; | [[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[Foil of Crags]] || [[file:foil of crags icon1.png]] ||50||80|| [[Red Mage|RDM]] ||66 (Magical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Critical Hit]] +33, [[Direct Hit Rate]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[Katana of Crags]] || [[file:katana of crags icon1.png]] ||50||80|| [[Samurai|SAM]] ||44 (Physical)||2.64||38.72||0||align = &amp;quot;left&amp;quot;| [[Strength]] +27, [[Vitality]] +30, [[Critical Hit]] +23, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Axe of Crags]] || [[file:the axe of crags icon1.png]] ||50||80|| [[Marauder|MRD]] [[Warrior|WAR]]|| 44 (Physical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Tenacity]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bow of Crags]] || [[file:the bow of crags icon1.png]] ||50||80|| [[Archer|ARC]] [[Bard|BRD]] ||44 (Physical)||3.36||49.28||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleavers of Crags]]||[[file:cleavers of crags icon1.png]]||50||80||[[Rogue|ROG]] [[Ninja|NIN]]||44 (Physical)||2.72||39.89||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Critical Hit]] +33, [[Determination]] +16&lt;br /&gt;
|-&lt;br /&gt;
|[[Culverin of Crags]] ||[[file:culverin of crags icon1.png]]||50||80||[[Machinist|MCH]]||44 (Physical)||2.64||38.72||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cane of Crags]] || [[file:the cane of crags icon1.png]] ||50||80|| [[Conjurer|CNJ]] [[White Mage|WHM]] ||66 (Magical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
|[[Star Globe of Crags]]||[[file:star globe of crags icon1.png]]||50||80||[[Astrologian|AST]]||66 (Magical)||3.20||46.93||0||align = &amp;quot;left&amp;quot;|[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cudgel of Crags]] || [[file:the cudge of crags icon1.png]] ||50||80|| [[Thaumaturge|THM]] [[Black Mage|BLM]] ||66 (Magical)||3.28||48.10||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Greater Key of Titan]] || [[file:the greater key of titan icon1.png]] ||50||80|| [[Arcanist|ACN]] [[Summoner|SMN]] ||66 (Magical)||3.36||49.28||0|| align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Holy Key of Titan]] || [[file:the holy key of titan icon1.png]] ||50||80|| [[Scholar|SCH]] ||66 (Magical)||3.36||49.28||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spear of Crags]] || [[file:the spear of crags icon1.png]] ||50||80|| [[Lancer|LNC]] [[Dragoon|DRG]] ||44 (Physical)||2.96||43.41||0||align = &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[Guillotine of Crags]]||[[file:guillotine of crags icon1.png]]||50||80||[[Dark Knight|DRK]]|| 44 (Physical)||2.96||43.41||0||align= &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Tenacity]] +33&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;
!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;
| [[The Wall of Crags]] || [[file:the wall of crags icon1.png]] || 50 || 80 || [[Gladiator|GLA]] [[Paladin|PLD]]|| 167|| 167||0||align = &amp;quot;left&amp;quot; |[[Strength]] +8, [[Vitality]] +8, [[Determination]] +5, [[Tenacity]] +9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:titan1.jpg|300px]] [[file:titan2.jpg|300px]] [[file:Titan hm rotation1.jpg|300px]] [[File:titan hm rotation2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|b5r2bm86JQY|350|left|Titan Hard Mode Guide}}&lt;br /&gt;
{{#ev:youtube|PXXxIKPmvvA|350|left|Stark&#039;s Titan Hard Tanking Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274167</id>
		<title>The Navel (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274167"/>
		<updated>2021-02-07T15:55:07Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Navel|The Navel (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel (Hard)&lt;br /&gt;
| image = The navel hard banner1.png&lt;br /&gt;
| description = From deep within their mines, the [[kobolds]] have watched and waited for another opportunity to summon their Great Father and wreak havoc on Limsa Lominsa. With the destruction of Ultima Weapon, the final obstacle to their plans was removed, allowing the beastmen to summon their god without fear of imperial reprisal. Once more, it falls to you to ensure that the Lord of Crags never sees the light of day.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 57&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 = In a Titan Spot&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Navel (Hard) is a level 50 [[trials|trial]]. It requires a full part of 8 players. In The Navel (Hard), players are required to defeat the mighty [[Primals|Primal]] [[Titan]] (Hard). The trial can be unlocked after completing [[The Howling Eye (Hard)]].&lt;br /&gt;
Speak to Y&#039;shtola at the Waking Sands to receive the quest [[In a Titan Spot]]&lt;br /&gt;
&lt;br /&gt;
*Players are awarded 15 [[Allagan Tomestone of Poetics]] for completing The Navel (Hard).&lt;br /&gt;
&lt;br /&gt;
Titan HM is a fairly difficult encounter. Players can reduce its difficulty by memorizing its attack rotation. While a 5 phase boss fight seems daunting, Titan&#039;s attack pattern does not change within one phase.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Rock Buster&#039;&#039;&#039; is an instant melee attack that deals a moderate amount of damage to Titan&#039;s current target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landslide&#039;&#039;&#039; is a frontal column AoE that deals a moderate amount of damage and knocks back all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tumult&#039;&#039;&#039; is a stomp attack that deals a small amount of damage to all players. It is used up to seven times in a row depending on Titan&#039;s HP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geocrush&#039;&#039;&#039; is a leaping AoE attack. When Titan jumps into the air, a giant, red, circular ground indicator will appear at the perimeter of the boss room. After a few seconds, Titan slams down into the center of the room, dealing damage to all players based on how close you are to the center. The ability also breaks off the perimeter of the boss platform. Players at the edge of the boss room will take moderate amounts of damage while players at the center of the boss room will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; is an AoE ability that spawns 4 swirling circular pools of sand under four random players. The swirls explode after a few seconds and deal heavy damage to all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; is an ability that spawns numerous bombs around the boss room. The bombs will explode after a short time, dealing heavy damage to nearby players. Bombs that spawn earlier will explode sooner than bombs that spawn later. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rock Throw&#039;&#039;&#039; is an ability that spawns a clock-like symbol underneath a random player. A few seconds later the player will be encased by an object named [[Granite Gaol]]. Any player encased within a Granite Goal cannot move, attack, or use any abilities. However, other players can attack the Gaol to break the player free. After escaping a Gaol, the victim will have a cleansable [[Determination Down]] debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; is Titan&#039;s ultimate ability. If Titan&#039;s Heart was not destroyed before the end of phase 4, Titan instantly kills all players. If the heart was destroyed in time, Titan will do a moderate amount of damage to all players instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; is a frontal attack that deals heavy damage to Titan&#039;s target.&lt;br /&gt;
&lt;br /&gt;
==Rotations==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039; Weight of the Land -&amp;gt; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039; Landslide -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Tumult -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039; Mountain Buster -&amp;gt; Tumult -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders + Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; (Repeat)&lt;br /&gt;
==Phase 1: 100% - 90% HP==&lt;br /&gt;
Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
During the first phase, Titan will use Landslide and Tumult on repeat. Players should avoid Titan&#039;s frontal column AoE attack named Landslide. Also, an invisible wall prevents players from falling over the edge. When Titan is at about 90% [[HP]], it will leap into the air and use Geocrush. Players should move to the perimeter of the boss room, within the red ground indicator. They should not be in the center of the room. Players can also stack up to receive [[Sacred Soil]] from [[Scholar]] or AoE heals.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: 90% - 75% HP==&lt;br /&gt;
Weight of the Land -&amp;gt; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
The wall at the edge of the boss room is now gone. The boss will be able to knock players off the platform through knockback attacks such as Landslide. Weight of the Land is the new ability used by Titan in this phase. Players should move out of the swirling sand traps that appear on the ground. At bout 75% HP, Titan will leap into the air and use Geocrush. Players should move to the perimeter of the boss room, just before the red ground indicator. Geocrush signals the end of Phase 2.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: 75% - 55% HP==&lt;br /&gt;
Landslide -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
Bomb Boulders and Rock Throw are the new abilities used by Titan in this phase. Bomb Boulders spawn bombs around the boss room that eventually explode in the order they were dropped. Rock Throw places a clock-like symbol at the feet of a random player. A few seconds later, it encases that player within a Granite Gaol, incapacitating the individual. Other players can destroy the Gaol to free the player. The newly freed player will have the cleansable debuff [[Determination Down]].&lt;br /&gt;
&lt;br /&gt;
Bomb Boulders spawn bombs in the boss room in 2 different patterns. In the first pattern, bombs spawn at the edge of the room then at the center. The bombs at the edge of the room will explode first, then the bombs in the center will explode. To avoid, players should first move to the center of the room to avoid the exploding bombs at the edge of the room. Then, everyone should move to the empty spot at the edge of the room to avoid the bombs in the center. In the other pattern, the bombs spawn in the center area and corner areas of the room. Players should move away from the center and corners of the room to avoid the exploding bombs.&lt;br /&gt;
&lt;br /&gt;
==Phase 4: Titan&#039;s Heart==&lt;br /&gt;
Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Tumult -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury&lt;br /&gt;
&lt;br /&gt;
In Phase 4, players will need to destroy the Titan&#039;s Heart before Titan finishes its ability rotation. If Titan uses its ability rotation, the whole party will wipe. Titan will not use Boulder Bombs in this phase.&lt;br /&gt;
&lt;br /&gt;
Titan will use Rock Throw twice in this phase. Players should kill the Granite Gaol and free the player for the first Rock Throw. You should ignore the Granite Gaol and DPS down Titan&#039;s Heart for the second Rock Throw. Do not forget to cleanse the [[Determination Down]]. &lt;br /&gt;
&lt;br /&gt;
Use [[Limit Break]] to kill the Heart if your party does not have enough DPS.&lt;br /&gt;
&lt;br /&gt;
After killing the Heart, players should break the player out of the Granite Gaol. Healers should cast AoE heals in preparation for Earthen Fury. &lt;br /&gt;
&lt;br /&gt;
==Phase 5: 55% - 0% HP==&lt;br /&gt;
Mountain Buster -&amp;gt; Tumult -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders + Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
In the fifth and final phase, Titan gains the Mountain Buster ability. Mountain Buster does very heavy damage to the tank. Tanks should use defensive cooldowns to reduce Mountain Buster&#039;s damage. Other players should use damage reduction abilities such as [[Virus]] and [[Eye for an Eye]] after Titan uses Landslide. &lt;br /&gt;
&lt;br /&gt;
As Titan&#039;s HP drops, he will cast multiple Tumult in a row -- up to 7 in a row when Titan&#039;s HP is low. Healers should pre-cast AoE heals if possible.&lt;br /&gt;
&lt;br /&gt;
In addition to the two Bomb Boulders spawning patterns from phase 3, Titan will have a brand new pattern. In this pattern, 9 bombs are dropped in 3 columns to form a 3 X 3 formation. The 3 bombs in the middle column will explode first, hence players should move either north or south to the 2 columns of the bombs on the side. After the bombs in the centre have exploded, players should return to the middle of the boss room to avoid the bombs on the sides. &lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titan Card]]&lt;br /&gt;
*[[Titan&#039;s Heart]]&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;
| [[Fists of Crags]] || [[file:fists of crags icon1.png]] ||50||80||[[Pugilist|PGL]] [[Monk|MNK]] ||44 (Physical)||2.40||35.20||0||align = &amp;quot;left&amp;quot; | [[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[Foil of Crags]] || [[file:foil of crags icon1.png]] ||50||80|| [[Red Mage|RDM]] ||66 (Magical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Critical Hit]] +33, [[Direct Hit Rate]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[Katana of Crags]] || [[file:katana of crags icon1.png]] ||50||80|| [[Samurai|SAM]] ||44 (Physical)||2.64||38.72||0||align = &amp;quot;left&amp;quot;| [[Strength]] +27, [[Vitality]] +30, [[Critical Hit]] +23, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Axe of Crags]] || [[file:the axe of crags icon1.png]] ||50||80|| [[Marauder|MRD]] [[Warrior|WAR]]|| 44 (Physical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Tenacity]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bow of Crags]] || [[file:the bow of crags icon1.png]] ||50||80|| [[Archer|ARC]] [[Bard|BRD]] ||44 (Physical)||3.36||49.28||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleavers of Crags]]||[[file:cleavers of crags icon1.png]]||50||80||[[Rogue|ROG]] [[Ninja|NIN]]||44 (Physical)||2.72||39.89||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Critical Hit]] +33, [[Determination]] +16&lt;br /&gt;
|-&lt;br /&gt;
|[[Culverin of Crags]] ||[[file:culverin of crags icon1.png]]||50||80||[[Machinist|MCH]]||44 (Physical)||2.64||38.72||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cane of Crags]] || [[file:the cane of crags icon1.png]] ||50||80|| [[Conjurer|CNJ]] [[White Mage|WHM]] ||66 (Magical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
|[[Star Globe of Crags]]||[[file:star globe of crags icon1.png]]||50||80||[[Astrologian|AST]]||66 (Magical)||3.20||46.93||0||align = &amp;quot;left&amp;quot;|[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cudgel of Crags]] || [[file:the cudge of crags icon1.png]] ||50||80|| [[Thaumaturge|THM]] [[Black Mage|BLM]] ||66 (Magical)||3.28||48.10||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Greater Key of Titan]] || [[file:the greater key of titan icon1.png]] ||50||80|| [[Arcanist|ACN]] [[Summoner|SMN]] ||66 (Magical)||3.36||49.28||0|| align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Holy Key of Titan]] || [[file:the holy key of titan icon1.png]] ||50||80|| [[Scholar|SCH]] ||66 (Magical)||3.36||49.28||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spear of Crags]] || [[file:the spear of crags icon1.png]] ||50||80|| [[Lancer|LNC]] [[Dragoon|DRG]] ||44 (Physical)||2.96||43.41||0||align = &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[Guillotine of Crags]]||[[file:guillotine of crags icon1.png]]||50||80||[[Dark Knight|DRK]]|| 44 (Physical)||2.96||43.41||0||align= &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Tenacity]] +33&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;
!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;
| [[The Wall of Crags]] || [[file:the wall of crags icon1.png]] || 50 || 80 || [[Gladiator|GLA]] [[Paladin|PLD]]|| 167|| 167||0||align = &amp;quot;left&amp;quot; |[[Strength]] +8, [[Vitality]] +8, [[Determination]] +5, [[Tenacity]] +9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:titan1.jpg|300px]] [[file:titan2.jpg|300px]] [[file:Titan hm rotation1.jpg|300px]] [[File:titan hm rotation2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|b5r2bm86JQY|350|left|Titan Hard Mode Guide}}&lt;br /&gt;
{{#ev:youtube|PXXxIKPmvvA|350|left|Stark&#039;s Titan Hard Tanking Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Extreme)&amp;diff=274166</id>
		<title>The Navel (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Extreme)&amp;diff=274166"/>
		<updated>2021-02-07T15:53:10Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Navel|The Navel (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel (Extreme)&lt;br /&gt;
| image = The navel extreme banner1.png&lt;br /&gt;
| description = From deep within their mines, the kobolds have watched and waited for another opportunity to summon their Great Father and wreak havoc on Limsa Lominsa. With the destruction of Ultima Weapon, the final obstacle to their plans was removed, allowing the beastmen to summon their god without fear of imperial reprisal. Once more, it falls to you to ensure that the Lord of Crags never sees the light of day.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 67&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Quake Me Up Before You O&#039;Ghomoro&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Navel (Extreme) is a level 50 [[trials|trial]] that requires the player to defeat [[Titan|Titan (Extreme)]]. It requires a full party of 8 players and an average item level of 67 and above. To unlock the trial, the player must be on the [[quests|quest]] [[Quake Me Up Before You O&#039;Ghomoro]] and should have completed [[Galeforce Warning]] and defeated [[The Howling Eye (Extreme)|Garuda (Extreme)]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 20 [[Allagan Tomestone of Poetics]] for the completion of the trial.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Everyone who is not tanking should stack up directly behind Titan. This includes the healers and ranged classes.&lt;br /&gt;
*Titan will target two players with Gaol. He preferentially targets one DPS and one Healer. When targeted by Gaol, DPS should stand directly under Titan. The healer needs to run to the far edge. If there is a yellow line connecting the two players, you&#039;re too close together.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Before the Jump===&lt;br /&gt;
Very straightforward, tank Titan on the edge of the room. He will use Landslides, a forward-facing cone attack, and Weight of the Land, which will produce an AOE underneath every person. Tanks should face Titan away from the middle to prevent Landslide from hitting the group. The party should stack for Weight of the Land to minimize the area of effect and enable easier dodging of the attack. &lt;br /&gt;
&lt;br /&gt;
At the end of this phase, Titan will jump in the air and knock away the edges of the arena, shrinking the battlefield to a smaller size - indicated by red marks at the outer edge.&lt;br /&gt;
&lt;br /&gt;
*Rotation: Landslide; Weight of the Land; 4 Tumults; occasional Mountain Busters in-between.&lt;br /&gt;
*Consider a tank-swap for every 2-3 stacks of Mountain Buster.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Landslide now goes in three directions, and Titan will also start using Granite Gaol and Bomb Boulders.&lt;br /&gt;
&lt;br /&gt;
*When targeted by Gaol, marked damage dealers should stand directly under Titan, whereas marked healers should run to the far edge. Free the damage dealer first, then free the healer.&lt;br /&gt;
*The first set of Bomb Boulders will be a pattern that covers 2/3 of the arena. All players must move to a safe spot to avoid them.&lt;br /&gt;
*Further Bomb Boulders will be in a circle. To avoid, wait for the first bombs to explode, then move into the detonated area to avoid follow-up explosions.&lt;br /&gt;
Rotation: Geocrush -&amp;gt; Landslide -&amp;gt; Gaol x2 -&amp;gt; Mountain Buster -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Mountain Buster -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Bombs -&amp;gt; Mountain Buster -&amp;gt; Landslide -&amp;gt; Gaol x2 -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Heart===&lt;br /&gt;
This phase starts when Titan reaches 55% health. The entire raid should focus on Titan&#039;s Heart. As before, dodge Landslides (which now go in five directions), Weight of the Land, and deal with Granite Gaols. Titan will also drop Bomb Boulders in circles. Wait for the first set of bombs to explode, then move into the already detonated areas to avoid follow-up explosions.&lt;br /&gt;
&lt;br /&gt;
You have until the third Weight of the Land to destroy the heart, or you will wipe.&lt;br /&gt;
&lt;br /&gt;
Rotation: Geocrush -&amp;gt; Weight of the Land -&amp;gt; Gaol x2 -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; MB -&amp;gt; Clockwork Bomb -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury (failure)&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
This phase starts when Titan&#039;s heart has been destroyed. Just like before, players will need to dodge Landslides, Weight of the Land, and deal with Granite Gaols. Also, Granite Gaolers (adds) will join the fray, and you will also have two different Bomb patterns to deal with - a clock-like pattern, and patterns involving bombs dropping in multiple areas simultaneously.&lt;br /&gt;
&lt;br /&gt;
Rotation: Jump -&amp;gt; Massive AOE -&amp;gt; Granite Gaolers -&amp;gt; Mountain Buster -&amp;gt; Clockwork Bomb -&amp;gt; Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Gaol x2 -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Mountain Buster -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Weight of the Land -&amp;gt; Mountain Buster -&amp;gt; Clockwork Bomb -&amp;gt; Mountain Buster -&amp;gt; All Bombs -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Landslide -&amp;gt; Jump -&amp;gt; Landslide -&amp;gt; we repeat, starting again with Granite Gaolers.&lt;br /&gt;
&lt;br /&gt;
The second set of Granite Gaolers should happen when Titan is close to death.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titan Card]]&lt;br /&gt;
*[[Crag Heart]]&lt;br /&gt;
*[[Nightmare Whistle]] - an item used to summon the [[Nightmare]] [[Mounts|Mount]]&lt;br /&gt;
*[[Gullfaxi Whistle]] - an item used to summon the [[Gullfaxi]] [[mounts|mount]]&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;
| [[Tremor Earrings of Aiming]] || [[File:titan extreme earrings.png]]|| Earrings ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Dexterity]] +13, [[Determination]] +8, [[Accuracy]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Casting]] || [[File:titan extreme earrings.png]]|| Earrings ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Intelligence]] +13, [[Critical Hit Rate]] +11, [[Accuracy]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Fending]] || [[File:titan extreme earrings.png]]|| Earrings ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Vitality]] +15, [[Determination]] +8, [[Accuracy]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Healing]] || [[File:titan extreme earrings.png]]|| Earrings || 50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Mind]] +13, [[Piety]] +8, [[Spell Speed]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Slaying]] || [[File:titan extreme earrings.png]]|| Earrings || 50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Strength]] +13, [[Determination]] +11, [[Critical Hit Rate]] +11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:titan extreme1.jpg|300px]] [[File:titan extreme2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|wR3aPDe5fcI|350|left|Titan (Extreme) Guide}}&lt;br /&gt;
{{#ev:youtube|uDg44MVJLrw|350|left|Titan (Extreme) Guide 16-bit}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274165</id>
		<title>The Navel (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274165"/>
		<updated>2021-02-07T15:49:40Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Navel|The Navel (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel (Extreme)&lt;br /&gt;
| image = The navel extreme banner1.png&lt;br /&gt;
| description = From deep within their mines, the kobolds have watched and waited for another opportunity to summon their Great Father and wreak havoc on Limsa Lominsa. With the destruction of Ultima Weapon, the final obstacle to their plans was removed, allowing the beastmen to summon their god without fear of imperial reprisal. Once more, it falls to you to ensure that the Lord of Crags never sees the light of day.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 67&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Quake Me Up Before You O&#039;Ghomoro&lt;br /&gt;
| patch = 2.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Navel (Extreme) is a level 50 [[trials|trial]] that requires the player to defeat [[Titan|Titan (Extreme)]]. It requires a full party of 8 players and an average item level of 67 and above. To unlock the trial, the player must be on the [[quests|quest]] [[Quake Me Up Before You O&#039;Ghomoro]] and should have completed [[Galeforce Warning]] and defeated [[The Howling Eye (Extreme)|Garuda (Extreme)]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 20 [[Allagan Tomestone of Poetics]] for the completion of the trial.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Everyone who is not tanking should stack up directly behind Titan. This includes the healers and ranged classes.&lt;br /&gt;
*Titan will target two players with Gaol. He preferentially targets one DPS and one Healer. When targeted by Gaol, DPS should stand directly under Titan. The healer needs to run to the far edge. If there is a yellow line connecting the two players, you&#039;re too close together.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Before the Jump===&lt;br /&gt;
Very straightforward, tank Titan on the edge of the room. He will use Landslides, a forward-facing cone attack, and Weight of the Land, which will produce an AOE underneath every person. Tanks should face Titan away from the middle to prevent Landslide from hitting the group. The party should stack for Weight of the Land to minimize the area of effect and enable easier dodging of the attack. &lt;br /&gt;
&lt;br /&gt;
At the end of this phase, Titan will jump in the air and knock away the edges of the arena, shrinking the battlefield to a smaller size - indicated by red marks at the outer edge.&lt;br /&gt;
&lt;br /&gt;
*Rotation: Landslide; Weight of the Land; 4 Tumults; occasional Mountain Busters in-between.&lt;br /&gt;
*Consider a tank-swap for every 2-3 stacks of Mountain Buster.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Landslide now goes in three directions, and Titan will also start using Granite Gaol and Bomb Boulders.&lt;br /&gt;
&lt;br /&gt;
*When targeted by Gaol, marked damage dealers should stand directly under Titan, whereas marked healers should run to the far edge. Free the damage dealer first, then free the healer.&lt;br /&gt;
*The first set of Bomb Boulders will be a pattern that covers 2/3 of the arena. All players must move to a safe spot to avoid them.&lt;br /&gt;
*Further Bomb Boulders will be in a circle. To avoid, wait for the first bombs to explode, then move into the detonated area to avoid follow-up explosions.&lt;br /&gt;
Rotation: Geocrush -&amp;gt; Landslide -&amp;gt; Gaol x2 -&amp;gt; Mountain Buster -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Mountain Buster -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Bombs -&amp;gt; Mountain Buster -&amp;gt; Landslide -&amp;gt; Gaol x2 -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Heart===&lt;br /&gt;
This phase starts when Titan reaches 55% health. The entire raid should focus on Titan&#039;s Heart. As before, dodge Landslides (which now go in five directions), Weight of the Land, and deal with Granite Gaols. Titan will also drop Bomb Boulders in circles. Wait for the first set of bombs to explode, then move into the already detonated areas to avoid follow-up explosions.&lt;br /&gt;
&lt;br /&gt;
You have until the third Weight of the Land to destroy the heart, or you will wipe.&lt;br /&gt;
&lt;br /&gt;
Rotation: Geocrush -&amp;gt; Weight of the Land -&amp;gt; Gaol x2 -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; MB -&amp;gt; Clockwork Bomb -&amp;gt; Landslide -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury (failure)&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
This phase starts when Titan&#039;s heart has been destroyed. Just like before, players will need to dodge Landslides, Weight of the Land, and deal with Granite Gaols. Also, Granite Gaolers (adds) will join the fray, and you will also have two different Bomb patterns to deal with - a clock-like pattern, and patterns involving bombs dropping in multiple areas simultaneously.&lt;br /&gt;
&lt;br /&gt;
Rotation: Jump -&amp;gt; Massive AOE -&amp;gt; Granite Gaolers -&amp;gt; Mountain Buster -&amp;gt; Clockwork Bomb -&amp;gt; Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Gaol x2 -&amp;gt; Upheaval -&amp;gt; Landslide -&amp;gt; Mountain Buster -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Weight of the Land -&amp;gt; Mountain Buster -&amp;gt; Clockwork Bomb -&amp;gt; Mountain Buster -&amp;gt; All Bombs -&amp;gt; Stomps x4 -&amp;gt; Weight of the Land -&amp;gt; Landslide -&amp;gt; Jump -&amp;gt; Landslide -&amp;gt; we repeat, starting again with Granite Gaolers.&lt;br /&gt;
&lt;br /&gt;
The second set of Granite Gaolers should happen when Titan is close to death.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titan Card]]&lt;br /&gt;
*[[Crag Heart]]&lt;br /&gt;
*[[Nightmare Whistle]] - an item used to summon the [[Nightmare]] [[Mounts|Mount]]&lt;br /&gt;
*[[Gullfaxi Whistle]] - an item used to summon the [[Gullfaxi]] [[mounts|mount]]&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;
| [[Tremor Earrings of Aiming]] || [[File:titan extreme earrings.png]]|| Earrings ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Dexterity]] +13, [[Determination]] +8, [[Accuracy]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Casting]] || [[File:titan extreme earrings.png]]|| Earrings ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Intelligence]] +13, [[Critical Hit Rate]] +11, [[Accuracy]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Fending]] || [[File:titan extreme earrings.png]]|| Earrings ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Vitality]] +15, [[Determination]] +8, [[Accuracy]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Healing]] || [[File:titan extreme earrings.png]]|| Earrings || 50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Mind]] +13, [[Piety]] +8, [[Spell Speed]] +16&lt;br /&gt;
|-&lt;br /&gt;
| [[Tremor Earrings of Slaying]] || [[File:titan extreme earrings.png]]|| Earrings || 50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Strength]] +13, [[Determination]] +11, [[Critical Hit Rate]] +11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:titan extreme1.jpg|300px]] [[File:titan extreme2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|wR3aPDe5fcI|350|left|Titan (Extreme) Guide}}&lt;br /&gt;
{{#ev:youtube|uDg44MVJLrw|350|left|Titan (Extreme) Guide 16-bit}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274164</id>
		<title>The Navel (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Hard)&amp;diff=274164"/>
		<updated>2021-02-07T15:32:06Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Navel|The Navel (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel (Hard)&lt;br /&gt;
| image = The navel hard banner1.png&lt;br /&gt;
| description = From deep within their mines, the [[kobolds]] have watched and waited for another opportunity to summon their Great Father and wreak havoc on Limsa Lominsa. With the destruction of Ultima Weapon, the final obstacle to their plans was removed, allowing the beastmen to summon their god without fear of imperial reprisal. Once more, it falls to you to ensure that the Lord of Crags never sees the light of day.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 57&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 = In a Titan Spot&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The Navel (Hard) is a level 50 [[trials|trial]]. It requires a full part of 8 players. In The Navel (Hard), players are required to defeat the mighty [[Primals|Primal]] [[Titan]] (Hard). The trial can be unlocked after completing [[The Howling Eye (Hard)]].&lt;br /&gt;
Speak to Y&#039;shtola at the Waking Sands to receive the quest [[In a Titan Spot]]&lt;br /&gt;
&lt;br /&gt;
*Players are awarded 15 [[Allagan Tomestone of Poetics]] for completing The Navel (Hard).&lt;br /&gt;
&lt;br /&gt;
Titan HM is a fairly difficult encounter. Players can reduce its difficulty by memorizing its attack rotation. While a 5 phase boss fight seems daunting, Titan&#039;s attack pattern does not change within one phase.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Rock Buster&#039;&#039;&#039; is an instant melee attack that deals a moderate amount of damage to Titan&#039;s current target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landslide&#039;&#039;&#039; is a frontal column AoE that deals a moderate amount of damage and knocks back all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tumult&#039;&#039;&#039; is a stomp attack that deals a small amount of damage to all players. It is used up to seven times in a row depending on Titan&#039;s HP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geocrush&#039;&#039;&#039; is a leaping AoE attack. When Titan jumps into the air, a giant, red, circular ground indicator will appear at the perimeter of the boss room. After a few seconds, Titan slams down into the center of the room, dealing damage to all players based on how close you are to the center. The ability also breaks off the perimeter of the boss platform. Players at the edge of the boss room will take moderate amounts of damage while players at the center of the boss room will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; is an AoE ability that spawns 4 swirling circular pools of sand under four random players. The swirls explode after a few seconds and deal heavy damage to all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; is an ability that spawns numerous bombs around the boss room. The bombs will explode after a short time, dealing heavy damage to nearby players. Bombs that spawn earlier will explode sooner than bombs that spawn later. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rock Throw&#039;&#039;&#039; is an ability that spawns a clock-like symbol underneath a random player. A few seconds later the player will be encased by an object named [[Granite Gaol]]. Any player encased within a Granite Goal cannot move, attack, or use any abilities. However, other players can attack the Gaol to break the player free. After escaping a Gaol, the victim will have a cleansable [[Determination Down]] debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; is Titan&#039;s ultimate ability. If Titan&#039;s Heart was not destroyed before the end of phase 4, Titan instantly kills all players. If the heart was destroyed in time, Titan will do a moderate amount of damage to all players instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039; is a frontal attack that deals heavy damage to Titan&#039;s target.&lt;br /&gt;
&lt;br /&gt;
==Rotations==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039; Weight of the Land -&amp;gt; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039; Landslide -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Tumult -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039; Mountain Buster -&amp;gt; Tumult -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders + Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; (Repeat)&lt;br /&gt;
==Phase 1: 100% - 90% HP==&lt;br /&gt;
Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
During the first phase, Titan will use Landslide and Tumult on repeat. Players should avoid Titan&#039;s frontal column AoE attack named Landslide. Also, an invisible wall prevents players from falling over the edge. When Titan is at about 90% [[HP]], it will leap into the air and use Geocrush. Players should move to the perimeter of the boss room, within the red ground indicator. They should not be in the center of the room. Players can also stack up to receive [[Sacred Soil]] from [[Scholar]] or AoE heals.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: 90% - 75% HP==&lt;br /&gt;
Weight of the Land -&amp;gt; Landslide -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
The wall at the edge of the boss room is now gone. The boss will be able to knock players off the platform through knockback attacks such as Landslide. Weight of the Land is the new ability used by Titan in this phase. Players should move out of the swirling sand traps that appear on the ground. At bout 75% HP, Titan will leap into the air and use Geocrush. Players should move to the perimeter of the boss room, just before the red ground indicator. Geocrush signals the end of Phase 2.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: 75% - 55% HP==&lt;br /&gt;
Landslide -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Tumult -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
Bomb Boulders and Rock Throw are the new abilities used by Titan in this phase. Bomb Boulders spawn bombs around the boss room that eventually explode in the order they were dropped. Rock Throw places a clock-like symbol at the feet of a random player. A few seconds later, it encases that player within a Granite Gaol, incapacitating the individual. Other players can destroy the Gaol to free the player. The newly freed player will have the cleansable debuff [[Determination Down]].&lt;br /&gt;
&lt;br /&gt;
Bomb Boulders spawn bombs in the boss room in 2 different patterns. In the first pattern, bombs spawn at the edge of the room then at the center. The bombs at the edge of the room will explode first, then the bombs in the center will explode. To avoid, players should first move to the center of the room to avoid the exploding bombs at the edge of the room. Then, everyone should move to the empty spot at the edge of the room to avoid the bombs in the center. In the other pattern, the bombs spawn in the center area and corner areas of the room. Players should move away from the center and corners of the room to avoid the exploding bombs.&lt;br /&gt;
&lt;br /&gt;
==Phase 4: Titan&#039;s Heart==&lt;br /&gt;
Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Tumult -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; Weight of the Land -&amp;gt; Earthen Fury&lt;br /&gt;
&lt;br /&gt;
In Phase 4, players will need to destroy the Titan&#039;s Heart before Titan finishes its ability rotation. If Titan uses its ability rotation, the whole party will wipe. Titan will not use Boulder Bombs in this phase.&lt;br /&gt;
&lt;br /&gt;
Titan will use Rock Throw twice in this phase. Players should kill the Granite Gaol and free the player for the first Rock Throw. You should ignore the Granite Gaol and DPS down Titan&#039;s Heart for the second Rock Throw. Do not forget to cleanse the [[Determination Down]]. &lt;br /&gt;
&lt;br /&gt;
Use [[Limit Break]] to kill the Heart if your party does not have enough DPS.&lt;br /&gt;
&lt;br /&gt;
After killing the Heart, players should break the player out of the Granite Gaol. Healers should cast AoE heals in preparation for Earthen Fury. &lt;br /&gt;
&lt;br /&gt;
==Phase 5: 55% - 0% HP==&lt;br /&gt;
Mountain Buster -&amp;gt; Tumult -&amp;gt; Weight of the Land -&amp;gt; Bomb Boulders + Landslide -&amp;gt; Mountain Buster -&amp;gt; Weight of the Land -&amp;gt; Rock Throw -&amp;gt; Landslide -&amp;gt; (Repeat)&lt;br /&gt;
&lt;br /&gt;
In the fifth and final phase, Titan gains the Mountain Buster ability. Mountain Buster does very heavy damage to the tank. Tanks should use defensive cooldowns to reduce Mountain Buster&#039;s damage. Other players should use damage reduction abilities such as [[Virus]] and [[Eye for an Eye]] after Titan uses Landslide. &lt;br /&gt;
&lt;br /&gt;
As Titan&#039;s HP drops, he will cast multiple Tumult in a row -- up to 7 in a row when Titan&#039;s HP is low. Healers should pre-cast AoE heals if possible.&lt;br /&gt;
&lt;br /&gt;
In addition to the two Bomb Boulders spawning patterns from phase 3, Titan will have a brand new pattern. In this pattern, 9 bombs are dropped in 3 columns to form a 3 X 3 formation. The 3 bombs in the middle column will explode first, hence players should move either north or south to the 2 columns of the bombs on the side. After the bombs in the centre have exploded, players should return to the middle of the boss room to avoid the bombs on the sides. &lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titan Card]]&lt;br /&gt;
*[[Titan&#039;s Heart]]&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;
| [[Fists of Crags]] || [[file:fists of crags icon1.png]] ||50||80||[[Pugilist|PGL]] [[Monk|MNK]] ||44 (Physical)||2.40||35.20||0||align = &amp;quot;left&amp;quot; | [[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[Foil of Crags]] || [[file:foil of crags icon1.png]] ||50||80|| [[Red Mage|RDM]] ||66 (Magical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Critical Hit]] +33, [[Direct Hit Rate]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[Katana of Crags]] || [[file:katana of crags icon1.png]] ||50||80|| [[Samurai|SAM]] ||44 (Physical)||2.64||38.72||0||align = &amp;quot;left&amp;quot;| [[Strength]] +27, [[Vitality]] +30, [[Critical Hit]] +23, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Axe of Crags]] || [[file:the axe of crags icon1.png]] ||50||80|| [[Marauder|MRD]] [[Warrior|WAR]]|| 44 (Physical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Tenacity]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bow of Crags]] || [[file:the bow of crags icon1.png]] ||50||80|| [[Archer|ARC]] [[Bard|BRD]] ||44 (Physical)||3.36||49.28||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleavers of Crags]]||[[file:cleavers of crags icon1.png]]||50||80||[[Rogue|ROG]] [[Ninja|NIN]]||44 (Physical)||2.72||39.89||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Critical Hit]] +33, [[Determination]] +16&lt;br /&gt;
|-&lt;br /&gt;
|[[Culverin of Crags]] ||[[file:culverin of crags icon1.png]]||50||80||[[Machinist|MCH]]||44 (Physical)||2.64||38.72||0||align = &amp;quot;left&amp;quot; |[[Dexterity]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cane of Crags]] || [[file:the cane of crags icon1.png]] ||50||80|| [[Conjurer|CNJ]] [[White Mage|WHM]] ||66 (Magical)||3.44||50.45||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
|[[Star Globe of Crags]]||[[file:star globe of crags icon1.png]]||50||80||[[Astrologian|AST]]||66 (Magical)||3.20||46.93||0||align = &amp;quot;left&amp;quot;|[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cudgel of Crags]] || [[file:the cudge of crags icon1.png]] ||50||80|| [[Thaumaturge|THM]] [[Black Mage|BLM]] ||66 (Magical)||3.28||48.10||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Greater Key of Titan]] || [[file:the greater key of titan icon1.png]] ||50||80|| [[Arcanist|ACN]] [[Summoner|SMN]] ||66 (Magical)||3.36||49.28||0|| align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Intelligence]] +27, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
| [[The Holy Key of Titan]] || [[file:the holy key of titan icon1.png]] ||50||80|| [[Scholar|SCH]] ||66 (Magical)||3.36||49.28||0||align = &amp;quot;left&amp;quot; |[[Vitality]] +27, [[Mind]] +27, [[Determination]] +16, [[Piety]] +23&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spear of Crags]] || [[file:the spear of crags icon1.png]] ||50||80|| [[Lancer|LNC]] [[Dragoon|DRG]] ||44 (Physical)||2.96||43.41||0||align = &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Direct Hit Rate]] +33&lt;br /&gt;
|-&lt;br /&gt;
|[[Guillotine of Crags]]||[[file:guillotine of crags icon1.png]]||50||80||[[Dark Knight|DRK]]|| 44 (Physical)||2.96||43.41||0||align= &amp;quot;left&amp;quot; |[[Strength]] +27, [[Vitality]] +30, [[Determination]] +16, [[Tenacity]] +33&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;
!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;
| [[The Wall of Crags]] || [[file:the wall of crags icon1.png]] || 50 || 80 || [[Gladiator|GLA]] [[Paladin|PLD]]|| 167|| 167||0||align = &amp;quot;left&amp;quot; |[[Strength]] +8, [[Vitality]] +8, [[Determination]] +5, [[Tenacity]] +9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:titan1.jpg|300px]] [[file:titan2.jpg|300px]] [[file:Titan hm rotation1.jpg|300px]] [[File:titan hm rotation2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|b5r2bm86JQY|350|left|Titan Hard Mode Guide}}&lt;br /&gt;
{{#ev:youtube|PXXxIKPmvvA|350|left|Stark&#039;s Titan Hard Tanking Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel&amp;diff=274161</id>
		<title>The Navel</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel&amp;diff=274161"/>
		<updated>2021-02-07T15:18:16Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|The Navel (Hard)|The Navel (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Navel&lt;br /&gt;
| image = The navel banner1.png&lt;br /&gt;
| description = Having passed the seemingly endless trials imposed upon you by the Company of Heroes, you have been entrusted with the knowledge of a secret way into the Navel, the domain of the primal Titan. Courtesy of Y&#039;shtola&#039;s magicks, the beastman aetheryte is now primed to send you to a confrontation with the Lord of Crags. Gird your loins for a struggle of titanic proportions.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 34&lt;br /&gt;
| level-sync = 36&lt;br /&gt;
| ilvl = &lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 4&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = trials&lt;br /&gt;
| tomestones = &lt;br /&gt;
| req-quest = Lord of Crags&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
*&#039;&#039;&#039;Quest:&#039;&#039;&#039; [[Lord of Crags]] &lt;br /&gt;
*&#039;&#039;&#039;Quest-giver Location:&#039;&#039;&#039; [[Riol]] - [[Upper La Noscea]] (x31,y24) &lt;br /&gt;
*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Main Scenario Quest [[As You Wish]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The fight is a rather straightforward fight. He periodically stomps causing damage to the entire party, but he sticks to melee attacks on his primary target until 75%. &lt;br /&gt;
&lt;br /&gt;
At 75% Titan will jump in the air and leave the battlefield, only to return a few seconds later doing massive AoE damage and destroying the walls around the platform. The red circle will take up the entire battle field, and it seems the damage can be avoided by jumping at the correct time. Titan will then gain the ability to send out a large shockwave in a line that will knock players off the platform to their death. There is plenty of time to dodge this attack and it should always be avoided. &lt;br /&gt;
&lt;br /&gt;
At around 50% titan will leap into the air once again and come back down dealing damage. Shortly thereafter, Titan&#039;s heart will be exposed and Titan himself will no longer be attackable. Titan&#039;s heart needs to be killed as fast as possible to prevent him from instantly killing the party. At this point he also gains the ability to encase a party member in a rock tomb similar to the bubble mechanic from Hellbender in [[Brayflox&#039;s Longstop|Brayflox&#039;s Longstop]], though the tomb will not allow the CC&#039;d person to cast spells unlike the bubble, so it&#039;s best to clear this quickly.&lt;br /&gt;
&lt;br /&gt;
Once the heart has been destroyed, Titan gains one final ability on top of all his previous ones to call down rocks from the ceiling. Aside from the one new ability, Titan is easily killed after his heart has been destroyed. Avoiding the falling rocks, dodging his shockwave, and quickly freeing other party members are the keys to staying alive and defeating him.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:titan1.jpg|350px]] [[file:titan2.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|2YjtmuPcN6Y|350|left|Updated Stormblood Guide}}&lt;br /&gt;
{{#ev:youtube|IJ2o_ytMZuE|350|left|Titan Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274160</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274160"/>
		<updated>2021-02-07T14:52:27Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum_(Extreme)&amp;diff=274159</id>
		<title>Castrum Marinum (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum_(Extreme)&amp;diff=274159"/>
		<updated>2021-02-07T14:47:20Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Castrum Marinum}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Not content to face a gigantic warmachina armed with an assortment of deadly blades and lasers just once, you rather recklessly decide to relive the battle via the Real Virtuality Combat Simulation Experiencinator. For some reason, your foe&#039;s combat prowess has been increased exponentially, though it does provide an opportunity to hone your skills, and your pride as a warrior compels you to take up the gauntlet.&lt;br /&gt;
| image = Castrum Marinum (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = Blood of Emerald&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing the [[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;
==Emerald Weapon: Phase 1 Abilities==&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, your showdown with the iconic Emerald Weapon 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 high damaging tank-buster.&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;Aetheroplasm Production&#039;&#039;&#039; - creates a collection of blue and yellow orbs around the outer edge of the arena, all of which tether to the Emerald Weapon and will slowly move towards the arena centre. If any orbs are left for too long, they will automatically detonate for lethal damage, forcing the raid to pop orbs manually.&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;&#039;Blue Orb&#039;&#039;&#039; - applies &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; to everyone caught in their blast radius.&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;&#039;Yellow Orb&#039;&#039;&#039; - applies &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; to everyone caught in their blast radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep in mind that colliding with an orb will cause it to detonate via a broad AoE explosion and that the damage from manually popped orbs will need to be shared by &#039;&#039;&#039;two players&#039;&#039;&#039; simultaneously. Furthermore, players will be unable to pop two orbs of the &#039;&#039;&#039;same colour&#039;&#039;&#039; due to the stacking &#039;&#039;&#039;vulnerabilities&#039;&#039;&#039; that are applied with each explosion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Beam #1&#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 traveling 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 #1&#039;&#039;&#039; - creates three 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 symbols), indicating that the tethered mines will eventually be pushed apart before exploding. The untethered mine will remain stationary until it has exploded.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, both tanks will also acquire proximity flare markers at the same time, forcing them to position themselves away from the rest of the raid. As a rule of thumb, each tank should stand on opposite sides of the stationary mine, giving themselves ample space away from each other (and the raid) so that the flare explosions inflict minimal raid-wide damage. Meanwhile, all other players should identify where safe-spots will be formed by the soon-to-be pushed mines, away from the flare-marked tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Magnetism #2&#039;&#039;&#039; - similar to above, except this time, four mines will be spawned instead of three. This time, the mines will be magnet-tethered into two pairs - one pair to be pushed apart (identical plus or minus symbols), and one pair to be pulled together (opposite symbols). A single safe-spot will be formed near the pair of mines with identical symbols.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Beam #2&#039;&#039;&#039; - a new set of rotating cone AoE&#039;s and outward traveling ring AoE&#039;s, leading to another portion of the outer-arena being demolished. From here, the raid will have considerably less space to maneuver. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Hands #1&#039;&#039;&#039; - summons flying mechanical hands that will float within the arena. Players will need to react depending on what the emerald hands do next. As a rule of thumb:&lt;br /&gt;
&lt;br /&gt;
-- If the emerald hands remain outside, all players should move into Emerald Weapon&#039;s hitbox to avoid an upcoming donut Aoe.&lt;br /&gt;
&lt;br /&gt;
-- If the emerald hands are sucked into the Emerald Weapon, all players should run away to avoid an upcoming point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
-- Typically, the emerald hands will remain outside when first witnessed, and will be sucked in later during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divide Et Impera&#039;&#039;&#039; - a shareable tank-buster against Emerald Weapon&#039;s primary target, indicated by a glowing red marker. Both tanks will need to stand together to mitigate the attack. Meanwhile, the rest of the raid will need to spread out to avoid an upcoming barrage of AoE&#039;s from the emerald hands, preferably by having individual players position themselves at cardinal and inter-cardinal positions.&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;Expire&#039;&#039;&#039; - projects a point-blank AoE from the centre of the arena. To avoid this, the raid should move as close to the outer edge as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red Smash&#039;&#039;&#039; - creates a red pool near an outer edge of the arena that will eventually grow in size before detonating. All players should give the red pool a wide berth, as its true size will not be indicated until shortly before the explosion itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emerald Hands #2&#039;&#039;&#039; - players will need to react depending on what the emerald hands do next. As mentioned before:&lt;br /&gt;
&lt;br /&gt;
-- If the emerald hands remain outside, all players should move into Emerald Weapon&#039;s hitbox to avoid an upcoming donut Aoe.&lt;br /&gt;
&lt;br /&gt;
-- If the emerald hands are sucked into the Emerald Weapon, all players should run away to avoid an upcoming point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
-- Typically, the emerald hands will be sucked in, so be prepared for a point-blank AoE from the Emerald Weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Magnetism #3 + Pulse Laser&#039;&#039;&#039; - creates four mines that will once again be magnet-tethered into two pairs - one pair to be pushed apart (identical plus or minus symbols), and one pair to be pulled together (opposite symbols). Just like earlier, a single safe-spot will be formed near the pair of mines with identical symbols.&lt;br /&gt;
&lt;br /&gt;
However, two players will also be marked for &#039;&#039;&#039;Pulse Laser&#039;&#039;&#039; - causing column AoE&#039;s to be aimed in their direction before the mines explode. As a result, marked players should bait the column AoE&#039;s so that they do not cover the upcoming safe-spot generated by the soon-to-be-pushed mines, as doing so will endanger the entire raid. Bear in mind that the size of the safe-spot will also be much smaller due to the arena being smaller in size.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
At this point in the battle, the Emerald Weapon will cycle through various mechanics - such as &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; (raid-wide damage) and &#039;&#039;&#039;Divide Et Impera&#039;&#039;&#039; (shared tank-buster) - before executing a hard-enrage: &#039;&#039;&#039;Full-Power Optimized Ultima&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the Emerald Weapon has not been reduced to 0% before the cast has been completed, the raid will suffer an unavoidable wipe. However, if the Emerald Weapon has been sufficiently damaged, the battle transitions to the next phase, providing a &#039;&#039;&#039;Checkpoint&#039;&#039;&#039;. As such, any future failures will cause the fight to resume from the checkpoint (rather than from the very beginning of the encounter).&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. As such, all players (except the main and off-tank) should continue to position themselves at cardinal and inter-cardinal points of the arena to avoid overlap, whilst the two tanks stand together and absorb the shareable tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primus Terminus Est&#039;&#039;&#039; - marks six players with a bright blue directional arrow, indicating the direction that each marked player will eventually be pushed. After a delay, all marked players will be forcibly shoved in the marked direction and also drop a column AoE in the marked direction. Any player caught in the wake of a dropped column AoE will also suffer a knockback in the same direction, marked or not.&lt;br /&gt;
&lt;br /&gt;
To avoid, all marked players should position themselves at opposites sides of the arena (preferably near corners of the arena without pointing arrows at each other), leaving enough space so that marked players on opposite sides are not clipped. By doing so, unmarked players should be safe and sound near the arena centre, and marked players will be harmlessly shoved from one side to another without colliding with the death-wall.&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 either an &amp;quot;x&amp;quot; shaped pattern or a &amp;quot;+&amp;quot; pattern, indicated by straight blue lines on the arena floor. However, they will not detonate until all three pairs of swords have dropped.&lt;br /&gt;
&lt;br /&gt;
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. Bear in mind that the lines on the floor are drastically thinner than the upcoming straight-line AoE&#039;s themselves, so be wary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legio Phantasmatis #1&#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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanized Maneuver&#039;&#039;&#039; - summons a line of mechanical airships at the western edge of the arena, as well as a single magitek mount on the southern side. After a brief delay, each airship will begin acquiring numbered markers from 1-5, indicating the order in which they will swoop across the arena and bombard their lane with a barrage of slowly traveling AoE explosions. To avoid, players should quickly identify which airship (lane) will swoop first, wait for the first AoE explosion, then move into the lane (behind the explosion) to avoid the remaining airship bombardments.&lt;br /&gt;
&lt;br /&gt;
Once the airships have all swooped, the magitek mount will prepare to blast the entire arena with a knockback-inducing blast, indicated by a large orange circle in the centre of the arena. All participants will need to position themselves near the centre to avoid being blasted into the outer death-wall.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Having survived your encounter with the image of Gaius van Baelsar, the Emerald Weapon returns to the arena, sporting a shiny golden glow. Various mechanics may repeat here until the Emerald Weapon splits in half. After doing so, one of two things can happen.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Split: Bottom Half&#039;&#039;&#039; - if the top half disappears, the Emerald Weapon will cast &#039;&#039;&#039;Expire&#039;&#039;&#039; - a point-blank AoE - followed by &#039;&#039;&#039;Tertius Terminus Est&#039;&#039;&#039; (triple set of swords from earlier), and also drop a &#039;&#039;&#039;Red Smash&#039;&#039;&#039; (red circle that will quickly grow larger before exploding). All participants will need to first avoid the point-blank AoE, avoid the upcoming red-circle explosion, then duck and weave between the &amp;quot;+&amp;quot; and &amp;quot;x&amp;quot; shaped sword explosions much like how you did earlier.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Split: Top Half&#039;&#039;&#039; - if the bottom half disappears, the Emerald Weapon will cast &#039;&#039;&#039;Sidescathe&#039;&#039;&#039; - an attack which will blast one half of the arena, indicated by either the left or right wing beginning to glow. Unlike normal mode, &#039;&#039;&#039;Sidescathe&#039;&#039;&#039; will not provide a telegraph, so keep an eye on the wings! Soon after, &#039;&#039;&#039;Tertius Terminus Est&#039;&#039;&#039; will drop a triple set of swords as well as a unique &#039;&#039;&#039;Red Smash&#039;&#039;&#039; (red circle), except this time, the red circle will inflict a radial knockback instead of simply exploding. Players should be prepared to use a &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldown whilst ducking and weaving between the &amp;quot;+&amp;quot; and &amp;quot;x&amp;quot; shaped column Aoe&#039;s from the three sets of swords.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Regardless of which attack is executed, the Emerald Weapon will reform back into its normal shape before the battle resumes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legio Phantasmatis #2&#039;&#039;&#039; - causes the Emerald Weapon to disappear from the arena, leaving behind an image of &amp;quot;Black Wolf&amp;quot; once again. just like earlier, a tank should grab enmity as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanized Maneuver&#039;&#039;&#039; - summons another line of mechanical airships (west) and a magitek mount (south) just like earlier, except this time, three lines of soldiers will also be added to the mix, eventually forming a firing squad at the northern edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, 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 lane, whilst also identifying which mechanical airship lane will swoop &#039;&#039;&#039;last&#039;&#039;&#039;. Once the soldiers begin to fire, all players can side-step to where the next soldier is missing (until all three lines have fired), then exit the airship lane to avoid the upcoming set of traveling explosions.&lt;br /&gt;
&lt;br /&gt;
Just like before, players will still need to prepare for the upcoming knockback-inducing blast from the magitek mount once the airships have swooped, ensuring they are not punted into the death-wall once the blast has been fired.&lt;br /&gt;
&lt;br /&gt;
Having survived the onslaught, the Emerald Weapon will return to the arena once again.&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, each marked player will unleash a moderate AoE explosion at their location, overlapping damage upon anyone nearby. After a marked player has detonated, thin blue-line telegraphs (in the shape of that player&#039;s marker) will be dropped on the floor that will eventually explode via large column AoE&#039;s. For example, dropping a &amp;quot;+&amp;quot; shape on the floor will result in a large + shaped detonation from that location.&lt;br /&gt;
&lt;br /&gt;
Thanks to the AoE component, stacking with markers is out of the question. A good rule of thumb is to have players with &amp;quot;+&amp;quot; shaped markers move to an assigned corner of the arena, whilst players with &amp;quot;x&amp;quot; shaped markers move towards an assigned cardinal position. By doing so, all players can avoid overlapping the AoE detonations and ensure that the upcoming + or x shaped AoE&#039;s leave a safe spot in the arena centre for everyone to run to once the telegraphs have been dropped on the ground.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Having survived the ordeal, the Emerald Weapon will eventually unleash another &#039;&#039;&#039;Split&#039;&#039;&#039; mini-phase, leaving behind either the top or bottom half. See above for a list of mechanics that follow each type of split.&lt;br /&gt;
&lt;br /&gt;
Once you have bypassed the resulting &#039;&#039;&#039;Split&#039;&#039;&#039; mechanics, the Emerald Weapon will begin to cast its hard-enrage: &#039;&#039;&#039;Full-Power Optimized Ultima&#039;&#039;&#039; - an unavoidable raid-wide blast that will wipe the raid if the weapon has not been reduced to 0%.&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;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Emerald Bastard Sword}}&lt;br /&gt;
{{Drops table row|Emerald Battleaxe}}&lt;br /&gt;
{{Drops table row|Emerald Greatsword}}&lt;br /&gt;
{{Drops table row|Emerald Sawback}}&lt;br /&gt;
{{Drops table row|Emerald Partisan}}&lt;br /&gt;
{{Drops table row|Emerald Knuckles}}&lt;br /&gt;
{{Drops table row|Emerald Blade}}&lt;br /&gt;
{{Drops table row|Emerald Cleavers}}&lt;br /&gt;
{{Drops table row|Emerald Longbow}}&lt;br /&gt;
{{Drops table row|Emerald Pistol}}&lt;br /&gt;
{{Drops table row|Emerald Chakrams}}&lt;br /&gt;
{{Drops table row|Emerald Rod}}&lt;br /&gt;
{{Drops table row|Emerald Index}}&lt;br /&gt;
{{Drops table row|Emerald Rapier}}&lt;br /&gt;
{{Drops table row|Emerald Cane}}&lt;br /&gt;
{{Drops table row|Emerald Codex}}&lt;br /&gt;
{{Drops table row|Emerald Torquetum}}&lt;br /&gt;
{{Drops table row|Emerald Shield}}&lt;br /&gt;
{{Drops table row|Emerald Plating}}&lt;br /&gt;
{{Drops table row|Emerald Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Black Wolf Stalks Again}}&lt;br /&gt;
{{Drops table row|Emerald Totem}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274151</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274151"/>
		<updated>2021-02-07T12:46:36Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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 be shot across the arena, leaving only one safe-spot - identified by one of the three lines of images missing a shooter. Players will need to burn down the &amp;quot;Black Wolf&amp;quot; whilst avoiding the firing line, keeping in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the ordeal, 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274150</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274150"/>
		<updated>2021-02-07T12:45:32Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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;&#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 be shot across the arena, leaving only one safe-spot - identified by one of the three lines of images missing a shooter. Players will need to burn down the &amp;quot;Black Wolf&amp;quot; whilst avoiding the firing line, keeping in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the ordeal, 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274149</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=274149"/>
		<updated>2021-02-07T12:29:20Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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. Bear in mind that both cones will extend from the centre of Emerald&#039;s hitbox to the edge of the arena, meaning they cannot be out-ranged. However, 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-travelling rings of AoE&#039;s, like an outward travelling set of explosions, forcing the raid to not only move in a circle to avoid the beams, but also step between the outward travelling set of AoE&#039;s in the process.&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 be shot across the arena, leaving only one safe-spot - identified by one of the three lines of images missing a shooter. Players will need to burn down the &amp;quot;Black Wolf&amp;quot; whilst avoiding the firing line, keeping in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the ordeal, 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=271073</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=271073"/>
		<updated>2021-01-24T22:42:29Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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 in 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. Bear in mind that both cones will extend from the centre of Emerald&#039;s hitbox to the edge of the arena, meaning they cannot be out-ranged. However, 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-travelling rings of AoE&#039;s, like an outward travelling set of explosions, forcing the raid to not only move in a circle to avoid the beams, but also step between the outward travelling set of AoE&#039;s in the process.&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 be shot across the arena, leaving only one safe-spot - identified by one of the three lines of images missing a shooter. Players will need to burn down the &amp;quot;Black Wolf&amp;quot; whilst avoiding the firing line, keeping in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the ordeal, 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=271072</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=271072"/>
		<updated>2021-01-24T22:32:10Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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 in 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 own hitbox. Bear in mind that both cones will extend from the centre of Emerald&#039;s hitbox all the way to the edge of the arena, meaning they cannot be out-ranged. However, 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-travelling rings of AoE&#039;s, like an outward travelling set of explosions, forcing the raid to not only move in a circle to avoid the beams, but also step between the outward travelling set of AoE&#039;s in the process.&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 effected 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 knock back as well. Before the pushback takes place, three circle 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 individual 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 be shot across the arena, leaving only one safe-spot - identified by one of the three lines of images missing a shooter. Players will need to burn down the &amp;quot;Black Wolf&amp;quot; whilst avoiding the firing line, keeping in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the ordeal, 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=271071</id>
		<title>Castrum Marinum</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Castrum_Marinum&amp;diff=271071"/>
		<updated>2021-01-24T22:31:18Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &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 in 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 own hitbox. Bear in mind that both cones will extend from the centre of Emerald&#039;s hitbox all the way to the edge of the arena, meaning they cannot be out-ranged. However, 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-travelling rings of AoE&#039;s, like an outward travelling set of explosions, forcing the raid to not only move in a circle to avoid the beams, but also step between the outward travelling set of AoE&#039;s in the process.&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 effected 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 ny unmarked player caught in the column will also suffer a knock back as well. Before the pushback takes place, three circle 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 individual 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 be shot across the arena, leaving only one safe-spot - identified by one of the three lines of images missing a shooter. Players will need to burn down the &amp;quot;Black Wolf&amp;quot; whilst avoiding the firing line, keeping in mind that any damage inflicted to the &amp;quot;Black Wolf&amp;quot; will be transferred to the Emerald Weapon afterwards.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid survives the ordeal, 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Unreal)&amp;diff=270743</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=270743"/>
		<updated>2021-01-19T21:49:11Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Unreal)&amp;diff=270742</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=270742"/>
		<updated>2021-01-19T21:45:24Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 &#039;&#039;&#039;Landslide&#039;&#039;&#039; (straight-line AoE).&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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Navel_(Unreal)&amp;diff=270741</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=270741"/>
		<updated>2021-01-19T21:43:17Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 kobalds 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 in order to bait specific mechanics, such as &#039;&#039;&#039;Landslide&#039;&#039;&#039; (straight-line AoE).&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 similarly 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 knock back 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 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 themselves 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 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 in order 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>RopeDrink</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Akh_Afah_Amphitheatre_(Unreal)&amp;diff=269426</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=269426"/>
		<updated>2021-01-06T14:04:49Z</updated>

		<summary type="html">&lt;p&gt;RopeDrink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
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===Phase Two: 80-70% Health===&lt;br /&gt;
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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;
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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;
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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;
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===Phase Three: &amp;lt;70% Health===&lt;br /&gt;
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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;
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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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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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;
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==Loot==&lt;br /&gt;
*Access to [[Faux Hollows]] once per week.&lt;br /&gt;
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==Images==&lt;br /&gt;
[[File:Akh Afah Amphitheatre (Unreal)1.jpg|400px]]&lt;br /&gt;
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{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>RopeDrink</name></author>
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