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The Cloud Deck (Extreme)

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This article is about the level 80 challenge-mode trial. For the optional story-mode level 80 trial, see The Cloud Deck.

The Cloud Deck (Extreme)

Level
80 (Sync: 80)
Item Level
510
Difficulty
Extreme
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
60 minutes
Phoenix Down
Not Available
Duty Finder
High-end Trials (Shadowbringers)
Roulette
Mentor
Tomestones
Allagan Tomestone of Poetics 25 
Req. quest
Weapon of Choice
Location
G-Savior Deck
Region
???
S/S/S
Available
Patch
5.5
The Echo
On wipe: +5% (max +25%)
Links
EDB GT TC

The climactic midair confrontation with the Diamond Weapon is one you will not soon forget. Nevertheless, Garlond Ironworks has provided a means by which you can relive those memories, albeit in a highly exaggerated fashion. Though nothing more than a simulation, it will demand every onze of mettle you can muster to overcome this enhanced version of an already formidable foe.

— In-game description

The Cloud Deck (Extreme) is a level 80 trial introduced in patch 5.5 with Shadowbringers.

Video guide by MTQcapture

Mark I Anti-Eikon Warmachina: The Diamond Weapon

The battle against The Diamond Weapon takes place on two 20x40 yalm flying platforms with a 20 yalm gap between them—creating a 60x40 yalm map. The west platform is blue, while the east platform is red.

Each platform has two teleporters that will transport players to the opposite platform.

After teleporting, players will be debuffed with System Lock for 20 seconds, preventing them from using the teleporters again until the debuff expires.

Phase 1


Phase 1 Abilities
Name Description
Attack The Diamond Weapon's auto-attack hits the two players highest on the enmity list with thin line cleaves.
Diamond Rain Debuffs all players with an amount of Magic Vulnerability Up stacks equal to the number of players on their platform, then deals magic damage to the entire party.
Adamant Purge One of The Diamond Weapon's hands emits three thin afterburner flames. At the end of the countdown, the platform on the same side as the flames is swiped by massive claws.
  • If Diamond Weapon's shoulders open and ignite during the countdown, it will follow up with Homing Laser after.
  • If Diamond Weapon's chest opens with a glowing yellow cannon, it will follow up with Diamond Flash after.
Homing Laser All players are struck by 5y radius spread circles.
Diamond Flash A line stack aimed at a random player.
Photon Burst Both tanks are targeted by flare markers. Functions as an AoE tankbuster.
  • This attack has high damage fall-off. A 20y distance away from the tanks is enough to avoid a majority of the damage.

The core of this fight revolves around the party splitting into two light parties and constantly rotating between platforms to dodge and survive attacks.

The party should assign players into two light parties, with each light party being given a priority on the blue or red platform. The red platform party should teleport to it the instant it appears at the start of the fight.

Quick Notes:
  • The tanks should stay away from other players to avoiding cleaving them with the line AoE auto-attacks.
  • Each light party will need to be on opposite platforms for Diamond Rain. While 5 stacks of Magic Vulnerability Up is survivable, any more will kill all players on that platform.
  • With every cast of Adamant Purge, the light party on the clawed side will need to teleport to the other side. Players must also keep an eye out to see if Homing Laser or Diamond Flash follows.
    • After Homing Laser / Diamond Flash (or right after the claw in the case of the second Adamant Purge), the light party not debuffed with System Lock will need to teleport to the opposite platform.
  • Tanks will need to use mitigations to survive Photon Burst. They should move to the opposite side of the platform away from the rest of the party.

Each cast of Adamant Purge will have a different follow-up attack. While the first and third casts are random, the second cast is always followed by Diamond Rain.

The phase will end after the third Adamant Purge and the second Photon Burst.

Phase 1 Rotation
Attack Strategy
Diamond Rain The red party should teleport to the opposite party immediately.
Adamant Purge The party on the clawed side must teleport across.
Diamond Flash / Homing Laser Spread out if the shoulders open, or stack together if the chest opens. Afterwards, the light party not debuffed with System Lock will need to teleport to the opposite platform.
Photon Burst Mitigate and move away from the other players on the platform.
Adamant Purge Teleport away from the clawed side, then the other light party must teleport back across after the claw.
Diamond Rain Ensure both light parties are on opposite platforms.
Adamant Purge The party on the clawed side must teleport across.
Diamond Flash / Homing Laser Will be the attack not used prior.
Photon Burst Mitigate and separate from the tank.
Code Chi-Xi-Stigma (Phase 2 Start)

Phase 2


Phase 2 Abilities
Name Description
Code Chi-Xi-Stigma Eight fists, four on each platform, attach a proximity tether to a different random player. An epicentral uppercut circle then appears on each platform.

Each fist fires at their target when the knockback resolves. Finally, one of the two platforms is covered by a massive AoE and then destroyed.

  • Players are uppercut ~25 yalms in distance. As the attack launches them into the air, players can be flung across the gap between platforms.
Outrage Unavoidable party-wide damage.
Auri Doomstead A 5y radius circle AoE tankbuster that inflicts Physical Vulnerability Up for 50 seconds.
Auri Arts (Zig Zag) A row of five orbs appear on the east and west side of the platform, one orb appears on the north and south side, and one above the center of the platform.
  • The Diamond Weapon faces one orb in a random corner, jumps to it, then rebounds down the platform in a zig-zag pattern creating static line AoEs between. All AoEs deal damage and knockback.
  • It then jumps to the center orb, facing north or south. It leaps to the orb it's facing and then rebounds straight across from it, covering the east or west half in a static line AoE matching the offset of the orb it jumped to.
Auri Arts (Slam) The boss jumps to an orb on the north or south side of the arena, with a chance that a second orb appears on the opposite side of the platform. Another orb floats above the east or west edge of the platform marked with a laser to the ground.
  • If there is no orb on the opposite side, the boss will simply slam the opposite side of the platform in a large static circle AoE, dealing a powerful knockback to those hit.
  • If there is an orb on both sides, the boss instead dashes across the platform, creating a static line AoE across the center before rebounding to slam the side it started on.
  • Always followed by Vertical Cleave.
Vertical Cleave An attack following Auri Arts (Slam). The boss jumps to the orb above the east/west side of the arena and performs a radial knockback centered directly below it. Pushes players ~20y away. Can be avoided with knockback resist abilities.
Articulated Bits Creates several hands that fire moderate damage lasers in the direction they are facing, inflicting Vulnerability Up.

The most deadly phase, The Diamond Weapon shreds their armor, becoming must faster and utilizing several new abilities that can easily throw players off the platform to their death.

Code Chi-Xi-Stigma:

Each player will need to identify whether the fist targeting them is on the same platform or the opposite platform. If the fist is on the same platform, the tether will have a pink spiky appearance—otherwise it will be purple.

  • If players are on the same platform as their fist, they will need to use the epicentral uppercut circle to launch themselves across the gap to the opposite platform.
  • If players are already on the opposite platform, players must instead stand next to the blue circle and be knocked to the other edge of the same platform.

After the uppercuts, players must teleport away from whichever platform is indicated to be destroyed by the massive AoE—for this reason, players can not use teleporters to resolve the fist tethers, else they would be debuffed with System Lock.

The attack pattern for Auri Arts (Zig Zag)
The attack pattern for Auri Arts (Zig Zag)
Auri Arts (Zig Zag):

A deceptively disorienting attack, the players will need to find one the few safe zones based on which orb The Diamond Weapon jumps to first, which they will face towards during the initial cast.

  • The safe orb to stand next to will always be the middle orb closest to the back of the boss, or fourth orb away from the boss's jump target on the same side.
    • The positions of the boss's back legs may also be used as indicators towards the two safe orbs.

The boss will then jump onto the orb above the center of the arena, hang upside down, and face the north or south side. This indicates which of the two orbs they will jump to—resulting in a final half-arena AoE.

  • Do not be fooled by the position of the boss's body on the center orb. Though most of the body will be on the opposite side to the orb they are jumping to, their head will be facing their target.

Later casts of Auri Arts will be combined with the east or west half of the arena being covered by Articulated Bits; players will need to move to the safe zone on the side not covered by the bits to avoid damage.

Additionally, the final jump will later have Articulated Bits spaced across the east or west sides of the platform, forcing players to dodge AoEs in two directions.

Auri Arts (Slam):

Players will first need to identify if there is an orb on both the north and south side of the platform, or only one side.

  • If there is no orb directly opposite to the boss, players can simply stay on the half of the arena closest to the boss's starting location.
  • If there is an orb opposite to the boss, players will need to move to the east/west edges of the arena and run away from the boss's starting position. The boss will rebound off the second orb and slam the starting half of the platform.

This attack is always followed by Vertical Cleave. Players will want to stand as close to the laser under the floating center orb as possible, aimed towards a corner. Alternatively, Arm's Length or Surecast can be used.

Later casts of will be combined with Articulated Bits covering the east or west of the arena during the slam, and the north or south half of the arena during Vertical Cleave, forcing players to be knocked back towards the uncovered half.

Should players avoid falling to their death, Phase 3 will begin.

Phase 2 Rotation
Attack Strategy
Outrage x2 --
Auri Arts (Zig Zag) Stand in one of the few safe zones, then move to the correct east or west half of the platform based on which orb the boss is facing while upside down.
Outrage --
Auri Doomstead Mitigate and tank swap.
Auri Arts (Slam) If there is no orb opposite to the boss, stay near the boss. If there is an orb opposite, avoid the center and move the empty orb away from the boss.
Vertical Cleave Stand near the glowing laser and aim to be knocked diagonally towards a corner. Alternatively, use Arm's Length or Surecast.
Outrage --
Auri Arts (Zig Zag)

+ Articulated Bits

Stand in the safe zone that is also safe from the fists. Repeat again for the east/west AoE after.
Outrage --
Auri Doomstead Mitigate and tank swap.
Auri Arts (Slam)

+ Articulated Bits

Will be the other type of slam not used previously. Avoid the Articulated Bits.
Vertical Cleave

+ Articulated Bits

Aim to be knocked to the corner not covered by the Articulated Bits.
Outrage --
Phase 3 Start

Phase 3


Phase 3 Abilities
Name Description
Flood Ray All players receive different number markers. The Diamond Weapon shoots players in order of number with 90-degree spread cones that inflict Magic Vulnerability Up for 14 seconds.
  • The Diamond Weapon will only put up as many numbers as there are players alive, attacking that many times.
Diamond Shrapnel All players are targeted by 10y radius homing AoEs. Six seconds after the static circle AoEs appear, they will chase their target at extremely high speeds—faster than the victim can sprint—detonating four times in total.
  • The Homing AoEs can travel a maximum distance of 40 yalms before expiring.
Adamant Sphere Up to eight towers are created, four on each platform. There will only be as many towers as there are living players.

The Diamond Weapon reforms into their phase 1 armor, gaining a few new abilities and complicating previous ones.

After 12 minutes, the boss will enrage with a 10 second cast of Flood Ray that fires lethal cone AoEs at individual players until no one is left standing.

Quick Notes:
  • Articulated Bits will be added to all casts of Adamant Purge, covering the north or south half of both platforms. If the red platform has its southern half covered, the blue platform will have its northern half covered.
    • If a light party needs to teleport to avoid the claw, they can either run into the teleporter closest to their Articulated Bits before the count of 2, or wait until after the Bits fire to teleport.
Flood Ray:

As the number markers are assigned randomly, players will need to break their light parties temporarily before reforming them after.

Odd numbers are blue and even numbers are red—this results in a common strategy to have odd numbers move to the blue platforms and even numbers move to the red platform.

Players numbered 1, 2, 3, and 4 should split to the corners of their platform closest to The Diamond Weapon. Players numbered 5, 6, 7, and 8 should stay in the center of their platform to avoid the cone AoEs aimed at the lower numbers.

  • Once an individual is hit, they should swap positions with the player in the center bearing a number 4 positions higher (1 and 5 swap, 2 and 6 swap, 3 and 7 swap, 4 and 8 swap).

After the attack completes, players will need to quickly teleport to re-organize parties, as two tanks or two healers may end up on the same platform. If light-parties were given platform priorities earlier, individual players can simply teleport to their assigned platform color.

Diamond Shrapnel:

Articulated Bits will cover one of the two teleporters on each platform while all players receive homing AoE markers. Players should stack together on the same side as the Articulated Bits but on the far edge away from the boss.

The instant the static circle AoEs appear, players should sprint into the teleporter and run straight to the complete opposite side of the other platform. If placed correctly, the homing AoEs should dissipate just outside the inner edge of the platform.

Four Adamant Sphere towers will appear on each platform that players must spread out to occupy before they resolve.

Phase 3 Rotation
Attack Strategy
Flood Ray Odds split to the blue platform and evens split to the red platform. 1, 2, 3 and 4 numbers go to the close corners while 5, 6, 7, and 8 go to the center of the platform. Swap with numbers 4 below after they are hit.
Photon Burst Mitigate and move away from the tank.
Adamant Purge

+ Articulated Bits

The clawed side can use the teleporter close to the Articulated Bits before they fire, or wait until after.
Diamond Flash / Homing Laser Stack together if the chest laser is open, or spread out if the shoulders are open. The other party should teleport after.
Diamond Rain Ensure light parties are on opposite platforms.
Diamond Shrapnel

+ Articulated Bits

Stack on the far edge straight across from the teleporter that is next to the Articulated Bits. Once the circle AoEs appear, sprint into the teleporter and to the opposite edge of the other platform.
Adamant Sphere Occupy the towers on each platform.
Photon Burst Mitigate and move away from the tank.
Adamant Purge

+ Articulated Bits

Handle as before.
Diamond Flash / Homing Laser Stack together if the chest laser is open, or spread out if the shoulders are open. The other party should teleport after.
Diamond Rain Ensure light parties are on opposite platforms.
Flood Ray Handle as before.
Photon Burst Mitigate and move away from the tank.
Adamant Purge

+ Articulated Bits

The clawed side can use the teleporter close to the Articulated Bits before they fire, or wait until after.
Diamond Flash / Homing Laser Stack together if the chest laser is open, or spread out if the shoulders are open. The other party should teleport after.
Diamond Rain Ensure light parties are on opposite platforms.
Flood Ray (Enrage)

Loot

Treasure Coffer

Name Type Item Level Rarity Quantity
Paladin's Diamond Zeta Arms (IL 525) Other 1 CBlue 1
Diamond Zeta Battleaxe Marauder's Arm 525 CBlue 1
Diamond Zeta Guillotine Dark Knight's Arm 525 CBlue 1
Diamond Zeta Gunblade Gunbreaker's Arm 525 CBlue 1
Diamond Zeta Partisan Lancer's Arm 525 CBlue 1
Diamond Zeta Knuckles Pugilist's Arm 525 CBlue 1
Diamond Zeta Blade Samurai's Arm 525 CBlue 1
Diamond Zeta Cleavers Rogue's Arm 525 CBlue 1
Diamond Zeta Longbow Archer's Arm 525 CBlue 1
Diamond Zeta Pistol Machinist's Arm 525 CBlue 1
Diamond Zeta Chakrams Dancer's Arm 525 CBlue 1
Diamond Zeta Rod Two-handed Thaumaturge's Arm 525 CBlue 1
Diamond Zeta Index Arcanist's Grimoire 525 CBlue 1
Diamond Zeta Hanger Red Mage's Arm 525 CBlue 1
Diamond Zeta Cane Two-handed Conjurer's Arm 525 CBlue 1
Diamond Zeta Codex Scholar's Arm 525 CBlue 1
Diamond Zeta Planisphere Astrologian's Arm 525 CBlue 1
Diamond Plating Other 525 ABasic 1
Diamond Zeta Weapon Coffer (IL 525) Other 1 ABasic 1
Diamond Gwiber Trumpet Other 1 ABasic 1
Faded Copy of In the Arms of War Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Shine Bright 10 Defeat the Diamond Weapon on the Cloud Deck (Extreme). - 5.5
Mightier than Diamond 5 Complete the Cloud Deck (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 6.45

Music

Section Theme
Main In the Arms of War