Heavensward content

The Limitless Blue (Extreme)

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This article is about the level 60 challenge-mode trial. For the story-mode Main Scenario trial, see The Limitless Blue (Hard).

The Limitless Blue (Extreme)

Level
60 (Sync: 60)
Item Level
165
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 (Heavensward)
Roulette
Mentor
Tomestones
Allagan Tomestone of Poetics 15 
Req. quest
Feature Quest The Diabolical Bismarck
Entrance
The Sea of Clouds (X:29.8, Y:27.5, Z:3.7)
Location
The Limitless Blue
Region
Abalathia's Spine
Stone, Sky, Sea
Available
Patch
3.0
The Echo
On wipe: +5% (max +25%)

As is all too often the case, a primal you felled has once again been summoned. According to Unukalhai, the stakes are even higher this time, as Bismarck's reappearance threatens to hasten the awakening of the Warring Triad─three eikons sealed within the Aetherochemical Research Facility on Azys Lla. Fortunately, you have developed a sound method for slaying flying feathered whales. The Enterprise Excelsior and your island await.

— In-game description

The Limitless Blue (Extreme) is a level 60 trial introduced in patch 3.0 with Heavensward.

Strategy

Lord of the Mists: Bismarck

The Limitless Blue (Extreme)

Before you start the encounter, you may want to assign 2 players (usually the healers) to fire the Dragonkiller cannons. If these cannons aren't fired within 10 seconds, Bismarck will disable them.

One player (usually a ranged) should be assigned to activate the Magitek Field Generator in phase 1. The use and timing is identical to the Hard version of this fight.

Phase 1

This phase is near identical to the Hard version.

Bismarck will start by hitting the island and spawning 2 enemies, a melee and a ranged. DPS down both enemies in order to activate the Dragonkiller cannons.

35 seconds after the start of the fight, Bismarck will slam the island again with Cetacean Rage. Use the Magitek Field Generator prior to reduce damage to the island.

When the Dragonkillers are ready to be fired, use them and board Bismarck. The Chitin Carapace can only be damaged while standing on Bismarck proper. This carapace should be easily destroyed in a single round of damage. DPS should use their cooldowns against the carapace.

When standing on Bismarck, players will gain stacks of Turbulence.

  • Turbulence: A 90-second stacking debuff. Deals minor damage-over-time and a burst of damage every time a stack is added. The higher the stack count, the more the damage-over-time and burst hurts.
    • One stack will be given immediately after standing on Bismarck. Additional stacks are added every 10 seconds on a separate internal timer.
    • Ideally, prevent this debuff from exceeding three. Five stacks will often kill non-tank players.

Bismarck will only stay tethered for a little under 25 seconds.

Once the Chitin Carapace is destroyed, Bismarck will toss the party off its back and begin the next phase.

Phase 2

Bismarck will fly away and two sanuwa, Ul'Sanuwa and So'Suwa will spawn.

  • Ul'Sanuwa & So'Suwa: A blue water sanuwa and green wind sanuwa with similar movesets. If brought too close together, will gain Vulnerability Down. Tanks should separate them to opposite sides.
    • Dead Water/Wind: Four players will be debuffed by Will of the Wind and the other four Will of the Water. If players attack the sanuwa matching the color of their debuff, damage will be reflected back at them. Attack the sanuwa that is the opposite to your debuff. May require tanks to swap if they are given the incorrect buff type. Debuffs disappear once one sanuwa dies.
    • Wet/Dry Fin: A high damage frontal cleave. Ensure the sanuwa are facing away from the rest of the party.
    • Baleen Bomb: Blue AoE water circles created by Ul'Sanuwa. A large orb of water will drop onto these locations, dealing heavy damage to players standing inside.
    • Vacuum Wave: Tornadoes created by So'Suwa. Spawns at a random corner of the platform and slowly moves across to the opposite side. Deals minor damage but stuns players hit.

You do NOT need to kill these at the same time, however you are given a time limit to kill both. If not killed in time, Bismarck will re-appear and wipe the party.

The debuff on the tanks may also change mid-fight, so they need to get ready to provoke and swap places with the other tank if needed.

Dead Water/Wind will be cast a total of three times before Bismarck enrages.

Once both sanuwa are dead, Bismarck will enter its final phase.

Phase 3

Bismarck casts Breach Blast, dealing damage to the entire raid, then returns to its original position from Phase 1.

This phase will repeat until either Bismarck is down or the island is destroyed. There is no more Magitek Field Generator.

Three Vanu Vanu will spawn, two small Vundu from Phase 1 and a larger Vundu called Nat'maii Vundu.

The order the adds are killed are up to personal preference, however if Nat'maii is still alive after boarding Bismarck, he will run to the center and do an AoE every 10 seconds that damages the island. It is important to kill this add prior to boarding Bismarck.

60 seconds after enemies appear, Dragonkillers will become available to fire. These need to be fired within 10 seconds or else Bismarck will disable them, forcing another cycle.

Unlike the Hard version, players must manually run off Bismarck's back to safety when it starts shaking. Failure to get off in time will send the player plummeting to their death.

Weather Attacks:

Just like in Hard, there is a weather mechanic during Phase 3. With every change of weather, Bismarck will summon Vapor Bubble enemies and cast Baleen Bomb, creating a large amount of blue AoEs around the room.

  • Wind: Clouds will be a dark yellow and weather will be Showers. Bismarck casts Sharp Gust, a knockback from the center of the platform, and afterwards Rain Storm, a donut-AoE from the center of the platform.
    • Dodge the blue AoEs, then stack in the center to avoid being knocked off the platform by Sharp Gust. Immediately run back to the center to dodge Rain Storm.
  • Water: Clouds are a normal grey and weather is Rain. Bismarck casts Primal Tears, a high damage unmarked AoE in the center, and afterwards Deep Draught, granting any living Vapor Bubble a +200% Damage Up.
    • Kill the Vapor Bubble enemies immediately. Stay towards the edges of the arena to avoid Primal Tears, which gives Vulnerability Up to any it hits.
  • Thunder: Clouds will be purple and weather is Thunderstorms. Bismarck casts Lightning Bolt, striking 4 random players with unmarked AoEs. Afterwards casts Thunderhead, striking players with higher damage bolts if Vapor Bubbles are not alive.
    • Do not kill the Vapor Bubbles. Spread out to ensure Lightning Bolt does not hit extra players. Thunderhead will strike and kill the Vapor Bubbles if left alive instead of striking players.

Before boarding Bismarck again, ensure your stacks of Turbulence have expired, otherwise you will die from too much damage. If needed, a cycle can be skipped to ensure debuffs fully expire.

Repeat this phase as many times as needed, and use melee Limit break on the Corona when available. If done correctly, it should take a maximum of two rounds of attacks on the Corona to defeat Bismarck.

Loot

See also: Expanse Weapons

Treasure Coffer

Name Type Item Level Rarity Quantity
Paladin's Expanse Arms (IL 175) Other N/A CBlue 1
Expanse Battleaxe Marauder's Arm 175 CBlue 1
Expanse Greatsword Dark Knight's Arm 175 CBlue 1
Expanse Partisan Lancer's Arm 175 CBlue 1
Expanse Patas Pugilist's Arm 175 CBlue 1
Expanse Katana Samurai's Arm 175 CBlue 1
Expanse Machetes Rogue's Arm 175 CBlue 1
Expanse Longbow Archer's Arm 175 CBlue 1
Expanse Handgonne Machinist's Arm 175 CBlue 1
Expanse Longpole Two-handed Thaumaturge's Arm 175 CBlue 1
Expanse Grimoire Arcanist's Grimoire 175 CBlue 1
Expanse Rapier Red Mage's Arm 175 CBlue 1
Expanse Cane Two-handed Conjurer's Arm 175 CBlue 1
Expanse Codex Scholar's Arm 175 CBlue 1
Expanse Astrometer Astrologian's Arm 175 CBlue 1
Expanse Baleen Material N/A ABasic 1
Expanse Weapon Coffer (IL 175) Other N/A ABasic 1
White Lanner Whistle Other N/A ABasic 1
Faded Copy of Limitless Blue Orchestrion Roll N/A ABasic 1
Faded Copy of Woe That Is Madness Orchestrion Roll N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Limitless 10 Defeat Bismarck in the Limitless Blue (Extreme). - 3.0
Mightier than the Expanse 5 Complete the Limitless Blue (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.15

Music

Section Theme
Phases 1-2 Limitless Blue
Phase 3 Woe That Is Madness

Dialogue

Cid: Get ready, everyone! Here it comes!
Cid: Use the field generator!
If the island goes, so do you!
Cid: What in the seven hells was that!?
On your guard!
Cid: I'm detecting a huge increase in—
Oh gods, brace yourselves!
Cid: Dammit! We've lost the generator!