Though history will paint them as villains, the Ascians were driven by a deep and abiding desire to which all men may relate, and the minstreling wanderer cannot help but spare a thought for Elidibus, whose demise spelled the end of his people's hopes and dreams. Likening your struggle to that of love, the man weaves a bittersweet tale of passion undying─a tale witnessed by the shimmering spires of the Crystal Tower, to be reflected and retold for generations to come.
The fight against Elidibus takes place atop the Crystal Tower in a 50x50 yalm arena. Once the battle begins, a 5 yalm perimeter will be covered in deadly light, killing players that step inside and shrinking the arena to 40x40.
Assign Support+DPS pairs. Assuming the party is using a standard clock spot layout, pairs can be decided by having supports rotate clockwise (or counter-clockwise) to the neighboring DPS on inter-cardinals.
If a DPS limit break is used against Elidibus while he is not busy casting a spell, he will instantly counter by becoming invulnerable for 10 seconds.
Terror Unleashed
All players are set to 1 HP and inflicted with True Walking Dead for 12 seconds. If players are not brought to 100% HP before the debuff expires, they will die.
Simultaneously releases all elements previously stored by Imbued Saber, but with no telegraphs.
If there are several large rings around his sword, it will be a donut AoE, otherwise it will be a static circle AoE
Elidibus begins the fight with several dangerous, heavy-hitting abilities. There will be a few key attacks to look out for this phase that will require assigned positions and partners.
Limit Break 3 - Meteor requires the party to split into the arena's four corners, each corner occupied by 1 support and 1 DPS player. As it is impossible to tell who is targeted without any telegraphs, the party must instead opt to spread out the damage equally.
Limit Break 1 - Braver can be resolved by having the three roles (tanks, healers, and DPS) split into three stacks around Elidibus. The attack targeting the healers deals less damage and can be survived with only two players.
Sword of Light is combined with Absolute Holy. The party will need to locate and run together to the one edge not outlined by a sword to survive.
As each sword will only outline one edge, players can track the one sword that has not outlined an edge yet and run to whichever of the two safe edges is farthest from it.
The most dangerous and frequent attack of the entire fight is Imbued Saber and Imbued Coruscance. Players will need to not only remember the elements stored by Imbued Saber, but recognize the AoE type of Imbued Coruscance and then dodge up to three attacks simultaneously.
For the first phase, Elidibus will always cycle through each element and attack type once. If the first cast was Stone + Blizzard + Donut, the second cast will then be Holy + Fire + Circle.
Due to their opposing effects, Stone and Holy can never be combined together, and Fire and Blizzard can never be combined.
Should players manage to survive the initial onslaught, Elidibus will cast Specter of Light and begin an interlude phase.
Phase 1 Rotation
Attack
Strategy
Terror Unleashed
Healers must refill the party's health to full before they are killed by True Walking Dead.
To The Limit (3)
--
Solemn Confiteor
Stack together in the center to consolidate the AoEs, then move back out.
Each support player should pair up with a DPS player and split to the four corners to ensure no player is hit by two meteors.
Imbued Saber (Stone)
This first cast will always be Stone.
Imbued Saber (Fire/Blizzard)
Will either be Fire or Blizzard at random. Memorize which one it is.
Imbued Coruscance
Will either be a circle or a donut AoE depending on Elidibus's sword. Identify the AoE type, spread out for Absolute Stone, and either stay still for Fire or keep moving for Blizzard.
To The Limit (2)
--
Sword of Light + Absolute Holy
Identify the one not-outlined edge and stack together on it.
Limit Break 2 (Desperado)
Split into two light parties on opposite sides of Elidibus.
To The Limit (1)
--
Imbued Saber (Holy)
This cast will always be Holy.
Imbued Saber (Fire/Blizzard)
Will be whichever was not used previously.
Imbued Coruscance
Will be opposite of the previous cast of Imbued Coruscance.
Limit Break 1 (Braver)
Create a stack of tanks, a stack of healers, and a stack of DPS on different sides of Elidibus.
The Bitter End
Mitigate and tank swap.
Summon Wyrm + Solemn Confiteor
+ Absolute Flash
Stack in the center to consolidate AoEs. The player marked by Absolute Flash should run away from the rest of the party. Avoid the half of the arena with the dragon.
Elddragon Dive
--
Specter of Light (Interlude Start)
Interlude
Elidibus becomes untargetable and summons his own Warrior of Light allies.
Specters of Light
Name
Description
Spectral Warrior
Spectral Dark Knight
Two heavy-hitting enemies that become buffed with Vulnerabilty Down when in close proximity of each other. Grants 1.5 bars of Limit Break to the party on death. Uses two types of attacks:
Creates two Meteor Impacts, both being a 2-player tower in the center of the arena. Deals moderate fire damage and inflicts Fire Resistance Down II for 8 seconds.
Unoccupied towers detonate for high party-wide damage and inflicts Damage Down on all players for 30 seconds.
Spectral Summoner
Summons four Spectral Egi, one in each corner of the arena. Each Egi attaches a transferable tether to a random player before attacking the target with a fire-damage spread cone.
A short gauntlet of very deadly attacks, players will need to position and handle mechanics precisely, as each role has a job to fill.
While tanks pull the Spectral Warrior and Dark Knight to opposite sides of the arena, DPS should split their Deluge of Death markers to the four corners of the arena while healers stay in the center.
DPS can use utilize the same corner assignments from the previous Phase's Meteor Limit Break.
Healers should split to stack with each tank while all DPS run to occupy the Meteor Impact towers. DPS can not join the stack markers as the Fire Resistance Down II would cause the fire damage from the towers to become lethal.
The Warrior and Dark Knight will attempt to cast Berserk, which must be interrupted with Interject. At the same time, four Spectral Egi appear and attach tethers to random players.
All supports should take a tether and point it towards the corner closest to its origin. The DPS will still be debuffed from the Meteor Impact towers and thus are unable to survive the tether attacks themselves.
Supports can use utilize the same corner assignments from the previous Phase's Meteor Limit Break.
All players can finally focus on defeating the Warrior and Dark Knight.
Once all Specters of Light are defeated, Elidibus will gain Limit Break 4 and cast Ultimate Crossover.
This attack can only be survived using a Tank Limit Break 3, regardless of player health values and mitigations.
The safest time to cast the Limit Break is once Elidibus says "For victory, I render up my all!"
Should the party survive, the final phase will begin.
Phase 2
Phase 2 Abilities
Name
Description
Quintuplecast
Casts Absolute Stone, Holy, Fire, Blizzard, and Flash consecutively in a random order. The order is indicated above players heads during the cast.
This phase is split into five Specter of Light rotation blocks that are shuffled into a random order.
The one exception being that the second rotation block will always be Quintuplecast, followed by Sword of Light and Elddragon Dive.
Once all rotation blocks have been completed, Elidibus will enrage with a final Specter of Light cast into a 10 second Ultimate Crossover that will kill the party.
Summoner / Warrior Rotation:
The summoner will create four Spectral Egi in the corners of the arena again, however the transferable tether Flare Breath will debuff hit players with a 10 second Fire Resistance Down II.
At the same time, either all four supports or all four DPS will be marked by red arrows. These players will have massive Perfect Decimatespread lines shot at them by the Spectral Warrior in the center of the arena.
Between each cast, Elidibus will cast Solemn Confiteor, forcing players to adjust their position slightly.
This will then repeat a second time, with the opposite roles then being targeted by the Spectral Warrior.
Utilizing the same pairs and corners from the Meteor in Phase 1, the players not targeted by the Spectral Warrior should take the tethers and point them towards their corner. Those marked by red arrows should stay near the cardinals to avoid overlapping AoEs.
Once the first series of spread cones complete, players can then swap positions, as the other role type will always become the next target for the Spectral Warrior.
The rotation will end with an Imbued Coruscance empowered with only Fire or Blizzard.
Spread to the same corners assigned for Meteor. Players not marked by red arrows will take tethers while those marked will move to the cardinal edges. Swap afterwards.
Summon Wyrm
Avoid the half of the arena with the dragon on it.
Imbued Coruscance
Will only be Fire/Blizzard combined with the usual circle/donut at random. Dodge accordingly.
Elddragon Dive
--
The Bitter End
Mitigate and tank swap.
Quintuplecast:
Will always be the second rotation block. Players will need to watch the order of icons that appear above their head and then follow those instructions with no indicators afterwards.
The player marked for Absolute Flash should pre-position behind and away from the party to ease the burden on others.
The Sword of Light in this phase will be much faster than usual, requiring players to locate the safe area quicker. There will be no Absolute Holy cast this time, though.
Quintuplecast Rotation:
Attack
Strategy
Quintuplecast
Memorize the order of the five attacks, then dodge and position for them in order.
Sword of Light
Locate the safe wall. Swords will move much faster this time.
Elddragon Dive
--
Bard / Dark Knight Rotation:
Elidibus starts by preparing a random amount of Limit Break to use later.
The attack series starts with a Solemn Confiteor and four players being targeted by Brimstone Earthspread circles by the Dark Knight.
Brimstone Earth will create a growing red orb at the location of each marked player that deals rapid damage and Vulnerability Up to anyone standing inside. These orbs grow up to a maximum of a 15y radius in size.
This is then followed up with three random players being targeted by Deluge of Deathflare markers and one healer being marked by Absolute Holy.
The players marked with spread circles should split to the assigned Meteor corners to ensure the orbs are dropped as far away as possible.
The three players then marked by Deluge of Death can split to three different cardinals between the orbs while the stack marker can stay in the center.
The rotation ends with Elidibus using their Limit Break and following up with The Bitter End.
Bard / Dark Knight Rotation
Attack
Strategy
To The Limit (Random)
--
Solemn Confiteor + Brimstone Earth
The players marked by Brimstone Earth should run to their assigned Meteor corners.
Deluge of Death + Absolute Holy
The flare markers should split to the edges while the stack marker can stay in the center.
Limit Break (Random)
Handle accordingly.
The Bitter End
Mitigate and tank swap.
Black / White Mage Rotation:
A total of eightMeteor Impact towers appear consecutively around the center, spawning and landing every 2 seconds. Each tower will inflict the occupiers with Fire Resistance Down II for 6 seconds.
The party should assign each pair two towers to occupy based on the order of appearance. One pair should take the 1st and 5th, another 2nd and 6th, another 3rd and 7th, and the last 4th and 8th.
While any pairing works, many parties prefer to create a healer pair, a tank pair, a melee DPS pair, and a ranged DPS pair.
During this, Elidibus will charge himself with a random amount of Limit Break.
Once all towers are resolved, he will cast Summon Wyrm and use an Imbued Coruscance with no elemental charge.
The rotation will end with a cast of Limit Break and The Bitter End.
Black / White Mage Rotation
Attack
Strategy
To The Limit (Random)
--
Meteor Impact x8
Assign four pairs of players to rotate taking towers.
Summon Wyrm + Imbued Coruscance
Dodge the Wyrm and the AoE.
Limit Break (Random)
Handle accordingly.
The Bitter End
Mitigate and tank swap.
Ninja Rotation:
Elidibus will start by using Imbued Saber with either Stone or Holy element.
Afterwards, the Spectral Ninja will appear and cast Suiton: San, creating a massive spout of water on one end of the arena. Elidibus will also cast Solemn Cofiteor during this time.
Suiton: San is a directional knockback that pushes all players 30 yalms away from the water spout. This will be combined with a Katon: San on either all supports or all DPS, forcing players to split into pairs again.
Stack markers should spread out along the wall closest to the spout. Those unmarked should join one of the stacks to create 2-player pairs. Using the same player pairs from Meteor may be preferable.
The rotation will end with Imbued Coruscance empowered with either Absolute Stone III or Absolute Holy, followed by Elddragon Dive and The Bitter End.
Ninja Rotation
Attack
Strategy
Imbued Saber (Stone/Holy)
Remember which is imbued.
Solemn Confiteor
Avoid running to the edge too early to prevent the AoEs from being in the way.
Suiton: San + Katon: San
Stack markers should spread along the wall the spout is on. Each stack marker should be a 2-player pair.
Imbued Coruscance
Spread or stack depending on whether its Stone or Holy. Dodge the sword AoE.
Note: This duty does not have a blue mage achievement associated with it, unlike most extreme trials, because the attack "Ultimate Crossover" specifically requires using a level 3 tank limit break. Diamondback does not count for this, and will fail the mechanic. This duty and its normal version are also not found in the Blue Mage Log.
That said, with well-timed resurrections during Ultimate Crossover, it is possible to complete using a full party of Blue Mages.[1]