Shadowbringers content

The Dancing Plague (Extreme)

From Final Fantasy XIV Online Wiki
Jump to navigation Jump to search
This article is about the level 80 challenge-mode trial. For the story-mode Main Scenario trial, see The Dancing Plague.

The Dancing Plague (Extreme)

Level
80 (Sync: 80)
Item Level
430
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 15 
Req. quest
Minstrel from Another Mother
Entrance
Il Mheg (X:18.6, Y:16.1, Z:1.1)
Location
The Dancing Plague
Region
Norvrandt
S/S/S
Available
Patch
5.0
The Echo
On wipe: +5% (max +25%)
Links
EDB GT TC

Since the great sundering of the Source, life on the resulting shards was free to grow and evolve independent of outside influence. And yet, perhaps as an indication of a greater plan or a higher purpose, a series of coincidences occurred over the long years and centuries and millennia, resulting in the birth of certain individuals with no particular relation who are nevertheless eerily similar in every respect.

Indeed, the minstreling wanderer has as powerful and vivid an imagination as any soul of the Source, and after listening attentively to your tale of Titania, he has composed a ballad that would move a man with a heart of stone to weep bitterly, and a Warrior of Darkness to walk in his/her memories of a terrible trial, albeit one somewhat enhanced and embellished. As is a minstrel's wont.

— In-game description

The Dancing Plague (Extreme) is a level 80 trial introduced in patch 5.0 with Shadowbringers.

Video guide by MTQcapture

The battle itself consists of 4 phases, each incorporating various different mechanics and overlapped combos. Should your team fail to kill Titania within a set amount of time, Titania will eventually wipe the raid via an unavoidable Bright Sabbath.

Phase 1


Phase 1 Abilities
Name Description
Bright Sabbath Unavoidable party-wide damage.
Divination Rune A cone AoE tankbuster.
Phantom Rune A 5 second cast that randomly results in one of two AoEs depending on Titania's animations. Open butterfly wings create a static circle AoE, while a spinning staff creates a static donut AoE.
Mist Rune Eight watery towers are created: four in the center cardinals and four in the inter-cardinal corners of the arena. A 10-second countdown begins, indicating when towers resolve.
  • After 10 seconds, any unoccupied tower transforms into a Spirit of Dew enemy.
  • Occupied towers become beneficial water puddles that grant Fire Resistance Up when stood inside.
Flame Rune Always follows Mist Rune. Places a Stack marker on both healers, dealing heavy fire damage and inflicting Fire Resistance Down II for 10 seconds. Evaporates puddles.
  • If a stack marker is not inside a water puddle when it resolves, the fire will spread to the entire arena and deal extreme party-wide damage.
Chain of Brambles Support players are attached to DPS players by Thorny Vines, a breakable spread tether that deals damage and inflicts Vulnerability Up for every 3 seconds the tether remains unbroken.

A simple introduction of mechanics, all of Titania's abilities can be easily avoided with basic positioning and proper reactions.

  • Players will want to assign clock spot positions for Mist Rune. For DPS uptime, tanks and melee DPS may prefer to take the center cardinal towers while healers and ranged DPS are assigned to the corners.
  • Light parties should be assigned for Flame Rune, with each party splitting to two opposite center puddles.
  • Positions/directions should be assigned for supports and DPS to stack on and run to for Chain of Brambles.
    • As later phases will cover two random (but always opposite) corners in AoEs, a general north and south assignment may be preferable.
    • Players should remember to stand as close to each other as possible prior to the tethers attaching to reduce the distance needed to break them.
Phase 1 Rotation
Attack Strategy
Bright Sabbath --
Phantom Rune Will always be a static circle AoE, run away from Titania until the cast ends.
Mist Rune Spread out to clock spot positions, occupying all towers.
Flame Rune Split into two light parties inside two different puddles.
Divination Rune Mitigate and heal. Ensure Titania is facing away from the party.
Chain of Brambles Supports should stack together on one side of Titania with DPS stacked on the opposite side, running away once the tethers appear.
Phantom Rune Will always be a static donut AoE, all players should move underneath Titania.
Midsummer Night's Dream (Phase 2)

Phase 2


Phase 2 Abilities
Name Description
Thunder Rune Titania places a transferable tether on a random non-tank player. Every 6 seconds, the currently tethered player is hit by a moderate damage 10y radius lightning AoE and inflicted with Lightning Resistance Down II for 50 seconds.
  • Fires six times in total. An additional hit is added in Phase 4.
Fae Light A cone AoE shared tankbuster fired three times in succession.
Growth Rune Creates two eight-directional radial line AoEs that inflict Bind and Bleeding. Will either be in two random opposite corners, or on two random opposite cardinal edges.
Frost Rune Nine 15y radius static circle AoEs appear consecutively, starting from the center and rotating around the edges of the arena—resolving in the order they appeared. Deals moderate damage and inflicts Vulnerability Up.
Uplift An 8y radius spread circle placed on all players. Always follows Frost Rune.

The cast of Midsummer Night's Dream will transform the arena into a forest, also removing the safety rails of the arena. If players move or are otherwise pushed off the edge of the arena, they will instantly die.

The only two notable attacks in this phase are Thunder Rune and Growth Rune.

  • Thunder Rune requires the party to pass the transferable tether to another player after each hit. The tethered player should stand a short distance away from the party to avoid hitting others with the 10y radius AoE. While the AoE does not deal too much damage by itself, the Lightning Resistance Down debuff caused from the first strike will cause a second strike to be fatal.
    • A tank can use a well-timed invulnerability to safely soak multiple hits. This will not last the entire duration of the attack however, and the tether will still need to be passed to another player once the invulnerability expires.
  • Growth Rune is combined with Chain of Brambles, covering two random (but opposite) corners in deadly thorn AoEs. Players will need to adjust and run towards the uncovered corners to safely break their tethers in time.

Note: Some parties may elect to stay grouped in the center for Frost Rune, intentionally taking one hit and a stack of Vulnerability Up for increased DPS uptime.

Phase 2 Rotation
Attack Strategy
Thunder Rune x6 Pass around the tether a safe distance away from others. A tank may elect to use an invulnerability to ignore two strikes.
Fae Light Tanks must stack together and mitigate.
Growth Rune +

Chain of Brambles

Support and DPS should stack opposite to each other on opposite sides of Titania, then run towards the empty corners once the tethers appear.
Divination Rune Mitigate and heal.
Frost Rune Run to the last circle AoE to appear, then run into the center once the center AoE disappears.
Uplift Spread out.
Phantom Rune If Titania opens their wings, run away. If their staff begins spinning, run underneath.
Phase 3 Start

Phase 3


Phase 3 Abilities
Enemy Name Description
Mustardseed (Small) Leafstorm Three thin static cone AoEs aimed at a random player, with small lines of safety inbetween.
Whispering Wind A 15 second enrage cast that kills all players.
Puck (Small) Gentle Breeze A thin static line AoE aimed at a random player.
Pummel A tankbuster that inflicts a stack of Blunt Resistance Down for 30 seconds.
Peaseblossom (Small) Peasebomb Places 10y spread circles on four random non-tank players.
Hard Swipe A standard tankbuster.
Mustardseed (Big) Leafstorm Seven thin static cone AoEs cover the entire arena with small lines of safety inbetween.
Whispering Wind Unavoidable party-wide damage.
Puck (Big) Puck's Breath A Stack marker placed on a random non-tank.
Puck's Rebuke An epicentral knockback is created in the center of the arena, six vines cast static line AoEs covering two opposite corner quadrants, and Chain of Brambles is cast.
Peaseblossom (Big) Peasebomb Places 15y spread circles on two to four random non-tank players.

Titania will become invulnerable and summon three tree-like mini-bosses: Mustardseed, Puck and Peaseblossom. The party must defeat all enemies before Titania can finish filling their Titania's Power Gauge, killing the party if successful.

All three mini-bosses must be kept separate, or else they will tether and gain Vulnerability Down. While Puck and Peaseblossom must be picked up by tanks, Mustardseed has no enmity table and will not move from its initial position.

  • DPS must focus on killing Mustardseed first, as it will attempt to kill the party with Whispering Wind if left alive too long.
  • Second to die should be Puck, who will be stacking debuffs on the tank it's attacking and drastically reducing the tank's ability to survive over time.
  • Finally, the party can defeat Peaseblossom, who does not have any significantly dangerous abilities.

The three mini-bosses will be attacking with small, easy-to-dodge AoEs in the meantime until all three are beaten. Titania will then increase their size to enormous proportions.

Bigger is Better:

Once all three have been super-sized, Mustardseed, Puck, and Peaseblossom must be killed again; they will continuously cast abilities even after being defeated, making kill-order irrelevant and up to the party's personal preference.

AoEs will be larger and powered-up, with two notable attack combinations to look out for:

  • Puck's Rebuke should be treated similarly to Growth Rune + Chain of Brambles, with the supports and DPS stacking on opposite sides of the epicentral knockback to be pushed towards the two corners the vines aren't facing. Afterwards, Leafstorm must be dodged.
  • Puck's Breath will be combined with two players being targeted by Peasebomb, requiring the unmarked players to stack together while the other two move far away.

Should the party successfully defeat all three mini-bosses in time, Titania will cast Being Mortal, dealing high party-wide damage and starting the final phase.

Phase 4


The final phase involves various mechanical combos that players will now be very familiar with. Bear in mind that players must still kill Titania before they enrage, being a final Bright Sabbath that will destroy the entire group and reset the battle.

Of note is a unique use of Growth Rune combined with Flame Rune.

  • Growth Rune will instead be placed on two random cardinal edges of the arena, covering all but two of the puddles created by Mist Rune. The party will need to split to the two center puddles not in-line with the Growth Rune to survive Flame Rune.
Phase 4 Rotation
Attack Strategy
Mist Rune +

Phantom Rune

Dodge Titania's Phantom Rune first, then occupy each tower.
Flame Rune +

Growth Rune

Light parties must split the two center puddles not adjacent to the Growth Runes.
Phantom Rune Analyze and dodge.
Bright Sabbath --
Fae Light Tanks must stack together and mitigate, or use an invulnerability.
Frost Rune Run to the last circle AoE to appear, then run into the center once the center AoE disappears.
Uplift Spread out.
Bright Sabbath --
Thunder Rune x7 Pass around the tether a safe distance away from others. A tank may elect to use an invulnerability to ignore two strikes.
Growth Rune +

Chain of Brambles

Support and DPS should stack opposite to each other on opposite sides of Titania, then run towards the empty corners once the tethers appear.
Phantom Rune x2 Titania will use both the circle AoE and donut AoE, but in a random order. This is the party's last chance to defeat Titania.
Bright Sabbath (Enrage)

Unsynced Farming Guide

This strategy aims to skip the later half of the fight, defeating Titania before the conclusion of Phase 2. The phase guides above are still relevant for properly mitigating mechanics.

  1. Tank should begin by running straight through their center, grab aggro, then keep Titania in the center of the room, facing North.
  2. Party's goal during Phase 1 should reduce Titania's health to no less than 25-20%. Once it reaches this point, hold or slow all party DPS to prevent the third phase from triggering.
    1. BEFORE Water Rune begins, avoid reducing their health below 40%. Most parties won't have this issue.
    2. At 25% it's still okay to keep using auto-attack while waiting for Phase 2 to begin.
    3. At 20%, completely HALT all DPS.
    4. This will avoid triggering Phase 3 entirely, during which Titania cannot be killed.
  3. When Water Rune begins:
    1. Let Tank and Melee classes have priority on the inner puddles.
    2. Ranged DPS should prioritize the outer puddles.
    3. Remember that you must have one person on each puddle to avoid the spawn of ads.
  4. Preparing for Fire Rune:
    1. Party should split into two stacks, each with a minimum of two people.
    2. Stacks should OPPOSE each other within the four puddles; if one stack chooses EAST, the other should take WEST. if one takes NORTH, the other should take SOUTH, etcetera.
  5. When Titania begins changing the scene into Phase 2, everyone should get ready to move. People will begin to die rapidly if this is done incorrectly.
    1. Tank should prioritize getting the tether to target them and then immediately drawing it away from the other party members to avoid collateral damage.
    2. Healer should prioritize keeping the Tank alive. Wait for the voice line cue "This should tingle a bit" before resuming DPS to finish off the fight.
    3. DPS can focus damage to finish off the fight as soon as the voice line fires.

Additional notes about the Tether:

  • If the Tether targets a non-tank, the targeted player should stack with the Tank until the Tether focuses on them instead.
  • Marking the Tank ahead of time can be a helpful time-saver.
  • It can be helpful to have the Tank stay put while the targeted player comes to them.
  • Having the Tank jump up and down has been observed to make successful transfer of the Tether more likely.

Loot

See also: Titania Weapons

Treasure Coffer

Name Type Item Level Rarity Quantity
The King's Paladin Arms (IL 450) Other 1 CBlue 1
The King's Axe Marauder's Arm 450 CBlue 1
The King's Guillotine Dark Knight's Arm 450 CBlue 1
The King's Manatrigger Gunbreaker's Arm 450 CBlue 1
The King's Spear Lancer's Arm 450 CBlue 1
The King's Claws Pugilist's Arm 450 CBlue 1
The King's Katana Samurai's Arm 450 CBlue 1
The King's Cleavers Rogue's Arm 450 CBlue 1
The King's Longbow Archer's Arm 450 CBlue 1
The King's Handgonne Machinist's Arm 450 CBlue 1
The King's Tathlums Dancer's Arm 450 CBlue 1
The King's Rod Two-handed Thaumaturge's Arm 450 CBlue 1
The King's Grimoire Arcanist's Grimoire 450 CBlue 1
The King's Rapier Red Mage's Arm 450 CBlue 1
The King's Cane Two-handed Conjurer's Arm 450 CBlue 1
The King's Codex Scholar's Arm 450 CBlue 1
The King's Star Globe Astrologian's Arm 450 CBlue 1
Dancing Wing Material 450 ABasic 1
Titania Weapon Coffer (IL 450) Other 1 ABasic 1
Fae Gwiber Trumpet Other 1 ABasic 1
Faded Copy of What Angel Wakes Me Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Ill Met by Moonlight 10 Defeat Titania in the Dancing Plague (Extreme). - 5.0
Mightier than the Monarch 5 Complete the Dancing Plague (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 6.45

Music

Section Theme
Main What Angel Wakes Me