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  1. #1
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    Rehn Valor
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    Dungeon & Primal guide/strategy

    Maybe we can pool strategies and guides into 1 spot? Can add hard mode primals too since I see it asked a bit. Also, I'll try to keep it up to date as more posts come in. Won't help the old timers, but I'm sure the new players who haven't yet delve into higher level would appreciate this thread.

    But importantly, please contribute!

    Dungeons

    Sastasha (15-18)

    Spoiler: show
    Sub-boss #1: Coeurl (need name)
    Adds?: No

    Standard tank and spank fight. Avoid the aoe surrounding boss along with a frontal cone.

    Sub-boss #2: Captain Madison
    Adds?: Yes

    He spawns with 2 guards. Kill them before captain. Very straightforward fight. He will run away at ~30%.

    Sub-boss #3: Captain Madison (again)
    Adds?: Yes

    As before, he spawns with 2 guards. Kill them before captain. At half health he will spawn 4 wolves, but they have low health. Have DPS burn them down before focusing on captain again. And like first fight, he will run away at ~30% health.

    Boss: Sahagin (need name)
    Adds?: Yes, but preventable

    Boss will spawn alone, surrounded with 4 ground tidal lids. At multiple points in the fight the message about the tidal gates "bubbling" will appear. The ones with the bubbling animation will need to be dispelled via clicking on the name to prevent adds from reinforcing. If they do appear, they can easily be killed by DPS as they have low health. Tank and spank and limit break to finish him off.


    The Tam-Tara Deepcroft (16-19)

    Spoiler: show
    Sub-boss #1: Acolyte/Demon (need name)
    Adds?: Yes

    Acolyte spawns with 2(?) imps. Kill the imps first and target the acolyte after. Once they are all killed, the demon will spawn. The demon has a frontal cone that can be avoided by side-stepping. Hits moderately hard, but nothing else to note.

    Sub-boss #2: Acolyte/Demon (need name)
    Adds?: Yes

    Exact same as first fight, except with more imps!

    Boss: Soulflayer (need name)
    Adds?: Yes

    Boss spawns alone. As the fight progresses, he will occasionally go invincible with a purple tether line appearing. Kill the imps that they are connected to to remove his immunity. The immunities that occur later on will spawn skeletons and diremite adds that need to be killed. If absolutely needed, a mage limit break can be used to clear adds fast, but they don't hit that hard.


    Copperbell Mines (17-20)

    Spoiler: show
    Sub-boss #1: Gigas (need name)
    Adds?: Yes

    A lone enemy appears at first, and once aggro'd will begin triggering appearances of more enemies. They themselves have low HP, so aoe can be used to quickly clear out groups at once. At the end, the gigas will appear and no further adds will spawn. He uses a frontal cone attack that can be side-stepped to avoid. Standard fight from this point on.

    Sub-boss #2: Green slime (need name)
    Adds?: Yes

    The boss has drastically reduced damage taken at the start, and must be removed via a certain method. There will be a switch near him that spawns a bomb. The tank will need to grab its attention and wait a few seconds before he readies self-destruct, which will instantly defeat the slime and spawn lesser versions of the boss. Starting with the 2nd bomb pop an enemy will appear to target the bomb, but he can easily be killed. You will need to repeat this process until 8 lesser version appear, which you can then kill.

    Note that the slime itself moves very slowly, so there isn't a great risk that it'll run out of the self-destruct aoe.

    Boss: Goldhelm(?) (need name)
    Adds?: Yes

    The boss spawns alone, and after taking some damage will begin to shatter one of the 2 walls that are in the arena. Once this wall opens, a gigas minion will appear and will target the wall on the opposite side and only target it until it is destroyed. The boss will now focus only on the group while the minion begins breaking the wall open. It is recommended to kill the gigas minion as he appears. Boss will use a frontal cone attack (Colossal Slam) that can be side-stepped to avoid.

    If for some reason the 2nd wall opens, it will allow a new gigas minion to begin spawning. If it should reach this point, then it is a race to kill the boss before being overwhelmed. Recommended to use lv2 limit break to finish boss off.

    Alternately, the boss can be zerged with enough DPS before the 2nd wall will become a threat to the group.


    The Bowl of Embers (20-22)

    Spoiler: show
    Boss: Ifrit
    Adds?: Yes**

    Above half health: Standard tank and spank. Will occasionally use aoe on #2-4 on hate list. At half health he will summon an infernal nail** that, if not killed before 60 seconds, will allow Inferno to 1 shot everyone on the battlefield. Once the nail is killed, he will still use Inferno but will only deal a few hundred points of damage.

    Below half health: He will begin to use a new powerful aoe that has a pattern: 4 circles in the middle of the field > multiple circles that encompass the entire outer ring of the field. Circle damage stacks if you stand in overlapping areas.


    Halatali (20-23)

    Special notes about this dungeon:
    Spoiler: show
    After the 1st sub-boss, you'll roam the dungeon activating chain winches to access the 2nd sub-boss. There are 3 possible consequences when you pull the chains:
    1) A bomb appears that will self-destruct after 2-3 seconds. It would be wise to keep your distance instead of attacking it.
    2) 3 lightning elementals will appear. You'll have to kill these.
    3) A chest will appear. Contains allagan pieces.

    After the 2nd sub-boss, you'll go up a ramp and see a circular arena with a chest in the middle. Approaching the chest will spawn a peiste, so be ready for it.

    Spoiler: show
    Sub-boss #1: Firemane
    Adds?: Yes

    Spawns solo and as the battle progresses the side doors of the dungeon will open. At this point, small fire souls along with 1 bigger soul will pop and march slowly towards the middle bonfire in the room. Each one that connects will cause an explosion from the bonfire, with the bigger soul causing moderate damage. Recommended DPS to kill them as they pop. 1 DPS can cover a side of the arena easily, as they don't have much health aside from the bigger one that pop.

    Boss himself is uninteresting to say the least, and he is just a tank and spank target with lots of health.

    Sub-boss #2: Thunderclap Guivre
    Adds?: Yes

    Spawns in middle of the water pool. Advised to fight him on land on either side of the arena. At certain points of his health, he will march back to his spawn location with invulnerability, and electrify the water pool around him. The party should stay on land and kill the elementals that spawn and beeline for the group. After 6 elementals are killed, the fight will resume until he continues this pattern again.

    The boss has 1 frontal cone attack that can be dodged by side-stepping.

    Boss: Tangata
    Adds?: Yes

    Initially spawns alone and will go invulnerable twice into the fight. Once this happens, he will be surrounded by a pool of fire and be stationary while launching fireball attacks. Fire elementals will appear 1 by 1 as they are killed, and when the 3rd dies the boss reverts back to normal. They don't have much health and can easily be killed.

    At various points in the fight, the side doors of the arena will open, and just like the first boss, fire souls will appear. Unlike the first sub-boss, their main destination will be the ogre itself, and each one that connects with him will send an explosion from the boss. Because of this, it is better for the tank to be in the middle while DPS kills the fire souls quickly. Once he is under half health(?), his fists will gain a flames effect, and his damage will be increased(?). He also gains a instant knockback+damage move, but it shouldn't be that dangerous.

    Continue DPS and limit break when appropriate to finish the fight.


    The Thousand Maws of Toto-Rak (24-27)

    Special notes about this dungeon:
    Spoiler: show
    As you explore the dungeon, you'll come across multiple magitek photocells. Each sub-boss room requires 4 photocells in order to advance. There are actually more photocells (10? total) than you need (4x2 total required to progress) in case you miss 1 or 2 along the way.

    Spoiler: show

    Sub-boss #1: Coeurl-o-Nine-Tails
    Adds?: No

    Standard tank and spank. Uses aoe poison move frequently.

    Sub-boss #2: Coeurl-o-Nine-Tails (again)
    Adds?: Yes

    Standard tank and spank. Uses aoe poison move frequently. Under half health will spawn 2 ochus to assist.

    Boss: Graffias
    Adds?: Yes

    Spawns alone at first, but once aggro'd will pop multiple pods at the outer edge of the arena. It is recommended that a ranged/mage clear these pods out and to keep destroying ones that pop. Summons 2 lesser diremites twice in the fight that should be killed quickly. Has 1 straight line attack that can be dodged by side-stepping.

    Under half health he will reveal his tail and gain a new attack that spews a poison pool on the ground. As long as the tail remains he will continue to add more and more pools if the fight drags out. Your options are to either destroy the tail and focus on the boss, or zerg the boss down quickly.


    Haukke Manor (28-31)

    Spoiler: show
    Sub-boss #1: Manor Claviger
    Adds?: No

    She has a frontal cone swipe attack that deals moderate damage to non-tanks, so recommended that she be faced away from group. Occasionally casts voidthunder/voidfire on 1 of #2-4 on the hate list, which can easily be dodged. Also uses the handmaiden signature wide aoe terror move, that can be dodged or stunned.

    Pretty straightforward fight. Just DPS and dodge.

    Sub-boss #2: Manor Jester/Manor Steward

    Since the imp tend to stand at a range to cast spells, it is advised to kill it first to make it easier on the tank. Imp has nothing noteworthy and simply is a regular imp with lots of HP. The skeleton has a special aoe attack originating from him that deals damage + heals him if anyone gets caught. This move can be avoided or stunned.

    Boss: Lady Amandine
    Adds?: Yes

    This fight has a similar environmental hazard like the boss in Sastasha. In the 4 corners of the room will be lamps that will turn on and send shockwaves out into the entire room. They need to be deactivated by clicking on them. Upon the 2nd time the lamps turn on, bombs (Lady's Candle) will appear and aggro whoever touches the lamps. Be ready to kill them quick as they will self-destruct if left alive long enough.

    Amandine herself occasionally casts voidthunder and voidfire (3s cast time); both of which can be interrupted with stuns. If they are casted successfully, the spells will damage + do a small aoe around the target, also damaging anyone else that is close.

    At about 1/3 of her health, she summons 2 handmaidens and 1 ahriman to assist. The ahriman will continuously buff Amandine with a moderate stoneskin effect and heal her(?). The 2 handmaidens tend to use their terror aoe upon popping. Recommended to lv2 mage limit break if available or to burn them down quickly, since Amandine has the tendency to spam voidthunder/fire during this time.

    Once adds are all dead, it's a simple fight to the end.


    Brayflox's Longstop (32-34)

    Special notes about this dungeon:
    Spoiler: show
    (Credit to Cantih)
    After the first sub-boss, there are four spots to gain extra chests before the second sub-boss.
    1: The goblin that runs to the Mud Biast as soon as anyone crosses the gate threshhold.
    2: The goblin visible to the left below. Two puks spawn as you enter the path.
    3: The goblin in the hollow to the right, behind the huts. Three puks spawn just before you round the corner.
    4: The goblin on the ledge above, right past the bridge. Three puks spawn right before you start crossing the bridge. Sprint is advised to guarantee reaching the goblin in time.

    Before reaching the last boss, there is another optional chest near the end from killing the coeurl. There's an even chance of it being text loot, or a ring.

    Spoiler: show
    (Credit to Cantih)
    Sub-boss #1: Great Yellow Pelican
    Adds?: Yes

    The fight starts with three adds to the boss, and the fight will spawn sets of three at regular intervals. It is HIGHLY suggested to remove adds as soon as possible due to everything doing heavy damage. If focused, adds are fairly squishy and fall fast. Tank advised to use any defensive boosting actions to improve tanking of adds when they pop.

    Boss only uses a cone AoE special.

    ----------------------------------------

    Sub-boss #2: Drake
    Adds?: Yes

    Partway through the fight (about 80% to 66% health), a small drake will spawn with Brayflox Alltalks at the ENTRANCE to the fight. The drake will chase the goblin in a half circle around the arena before it can switch hate to a player.

    Advisable to switch target to add.

    After the add is dead, the goblin will "help" the players by throwing bombs at the boss. Sometimes he throws them at the players though. When the bomb hits the drake, hate will shift to the goblin for a while, you can't get it back, it will come back to you. It usually ends with a non-charged version of the cone AoE special. You should probably avoid being behind the goblin.

    Boss only uses a cone AoE damage special.

    ----------------------------------------

    From this point, stay LEFT, in the water. There are two text loot chests in the hollows on this path, and far fewer enemies.

    ----------------------------------------
    Sub-boss #3: Hellbender
    Adds?: Yes**

    There are no adds per se, but several times through the fight (three, though maybe more if the fight drags) the boss will randomly select a party member, and they will be put in a bubble**. All damage needs to switch to the bubble to free the party member ASAP.

    The boss will also use a non-charged medium circle targeted AoE attacks on random party members. Nothing you can do about it, don't feel bad Tank, you aren't losing hate. (A Shield Swipe however, will cause the boss to idle targeting a player until Pacification ends, and then it will use the attack.)

    Surprise - don't read if you want to be
    Spoiler: show
    At about 25% to 20% health, Aiatar will swoop in and kill the Hellbender. It does a small AoE damage when it lands.
    Aiatar will flee when it reaches 80% to 75% health.

    Aiatar uses Dragon Breath in this fight, a long line damage AoE. The notes about it later apply.


    The boss uses a large circle AoE debuff special, and a cone AoE damage special. It's advised to pay attention to the charge notice above the target hp bar, since the color of the water makes the red target overlays harder to see.

    ----------------------------------------

    Boss: Aiatar
    Adds?: No

    The boss is all about poison. It's normal attacks will regularly poison the tank, it's special attacks all hit hard and can poison, and the poison stacks up.

    The boss has a long line damage AoE. It hits VERY hard, goes off fairly quick, and it's target area is wider than the box shows. When you see it, run to the side, AND DON'T STOP RUNNING, until after the animation. It only uses it on the target with the top hate, so it's mainly the tanks problem, unless they are standing so the boss is facing the party (they shouldn't).

    Like the Totorak diremite boss, it has an attack that will put poison circles on the floor. However, if Aiatar stands on or near a circle, it will start regenerating HP fairly quickly (enough to nullify a L2 DPS Limit Break). If the entire arena get's covered, you're fucked. They do disappear, but you can see five or six up at once.

    It will randomly select a party member to target the circle on. If it's the tank, or a melee, you should try running as far away from the boss ASAP, then run back in after it lands. If it targets ranged DD or the healer, they should stand as close as they can to an existing poison pool (but not in it) so the area overlaps as much as possible to limit the amount of arena covered. If the circle lands so that the boss is on top of some of it, you need to have the tank move the boss away from it ASAP.

    Lastly, at low health (maybe starting around 40%), the boss uses a non-charged special attack that does a moderate amount of knockback.

    The tank will have to move a lot, and often out of the healers range. Combined with how hard the boss hits, it's advised to keep people's HP full and poison off them as much as possible.

    The medium circle targeted AoE spit that puts the poison circles on the floor is charged, and stunning does seem to stop it instead of delaying it, but is very fast. You have to be holding actions to make the stun, so not advisable.


    The Navel (34-36)

    Boss: Titan
    Adds?: Yes**

    The Sunken Temple of Qarn (35-37)

    Special notes about this dungeon:
    Spoiler: show

    At various points in the dungeon, you'll be greeted by statue heads. To proceed, they need to be killed on the tile they spawned on. You can tell when they are correctly on it when the tile stops glowing. If they are killed by accident, they will respawn shortly after, so no need to panic.

    Puzzle #1:
    (please correct me if these were wrong)

    First floor as you approach boss room:
    left pedestal: helm of might
    right pedestal: gem of affluence

    Second floor as you approach boss room:
    left pedestal: flame of magic
    right pedestal: fruit of knowledge

    Puzzle #2 (right before boss chamber):
    left pan: flame of magic
    right pan: fruit of knowledge

    This will allow access to the side secret room prior to boss room that gives 3 chests.


    Spoiler: show
    Sub-boss #1: Teratotaur
    Adds?: Yes

    The sub-boss will be surrounded by 3 tiles at the start (take special note of this). At regular intervals throughout the fight, 2 bees will spawn that will need to be killed immediately. When left alive long enough (30s?) they will use final sting, an unavoidable high damage move on the target of hate. This will typically 1 shot non-WAR jobs (even PLDs), so it is best to stun at the very least if kill speed is lacking for whatever reason. He will sometimes use a frontal cone attack (Mow) that can be avoided by side-stepping.

    Under half health, he will begin to use Mortal Ray, an arena-wide attack that inflicts doom status with a 10 second countdown. When this occurs, the party must begin searching for the tile that will be lit up (which tile is random). Once you have stood on the tile for about 1 second, the doom status will be cured. The tiles themselves will not stay up long, and will shift around, so you will need to find the next tile should the current one turn off. He will repeat Mortal Ray until he is sufficiently close to death (20%?), which he will stop using.

    The hardest part of this fight usually isn't Mortal Ray... its the bees. When the party is hit with doom and the bees spawn during that interval, it can get hectic. When the group is scrambling to remove doom, they are left with 2 bees that are close to using final sting on their target, and it usually begins to wipe the group when it occurs. The biggest part of the fight is not panicking, and proceed with dealing with doom first, then focusing down bees.

    This fight may be the real first challenging dungeon for most duty finder groups, but it isn't impossible. Just keep trying until you succeed, as the bees are the only tricky part of this entire fight.

    Sub-boss #2: Golem (need name)
    Adds?: Yes**

    The boss spawns with a main body and a core**. To tanks out there, you can keep hate/aggro on the entire thing by focusing only on the core. When the core is up, the group will need to target it first, which allows the main body to be damaged. After the first core is destroyed, he will add in random attacks on #2-4 on the hate list.

    1) Straight line attack.
    2) Wide frontal cone attack.
    3) A single-target moderate damage attack.

    Once he is finished with this pattern, hate will go back to the tank. He will repeat this process at regular intervals until he dies. The only thing that will kill the group is when members fail to avoid taking damage and drains the healer's MP.

    Under half health he will do an arena-wide move that will damage everyone a decent amount as well. As long as everyone can keep damage taken at a minimum during his random-hate phase, the fight is straightforward.

    Boss: Abjudicator
    Adds?: Yes

    During the first part of battle, he will regularly summon statue heads. Kill them as they appear on the tiles (any is fine). Once you've killed enough, they will stop spawning.

    After sufficient damage is dealt, he will start popping mythril canes that fire a straight line beam attack. It takes about 2-3 seconds for the attack to connect, so you will have time to move out. Just focus on clearing them as they pop.

    Under half health, he will spawn regular canes in increasing numbers along with a special cane surrounded by a square pitch-black area. The special note about this is that the area will be locked once someone (or a pet) is inside. That means it is necessary to allow melee DPS to enter the square to attack the cane, while ranged/blm stay outside since they can bypass that. If the special cane isn't killed in time, it will unleash a moderate aoe attack (you will see it charge up the moment it pops, maybe 10s(?))

    Because of the constant spawning of canes, DPS needs to be on point and kill them as they pop and let the tank focus on the boss. Abjudicator will sometimes cast a single-target paralyze (5s cast time) that can be stunned, and should be stunned. Being paralyzed at 2 intersecting beam attacks can put most people in danger or kill them outright. It lasts 30s.

    Dodge and DPS and you'll find this battle easier than Teratotaur.


    Cutter's Cry (38-40)


    Boss: Chimera
    Adds?: No

    The Stone Vigil (41-43)

    Boss: Isgebind
    Adds?: No

    The Howling Eye (44-46)

    Spoiler: show
    Boss: Garuda
    Adds?: Yes

    Above half health:

    She will start on the North side of the battlefield, opposite to the South where the group spawns. There will be 4 stone pillars in the middle; these will be pivotal for the first phase of the fight. Tank should hold her at the North rock where she spawns at, and facing her away from the group. She will use multiple aoe attacks, along with Slipstream, which is a frontal cone move. This can be avoided by sidestepping.

    She will occasionally summon a swarm of Razor Plumes that will home in on the stone pillars, and explode, dealing damage to them. The DPS will need to focus on destroying them quickly when they appear. A WHM with Holy is highly effective in helping with this.

    After enough damage is dealt (or enough time passes?) she will teleport. Her teleport patterns appear to be:

    1. North side
    2. South side
    3. Middle (of all the stone pillars)

    If she appears at the North/South side the party NEEDS to hide behind a pillar from the line of sight of Garuda. She will ready Mistral Song, which is an extreme frontal cone attack, but can be avoided if a rock is between you and Garuda.

    Above half health, if she teleports to the middle, she will summon Razor Plumes (but not use Mistral Song). The tank just needs to take her back to the tanking location, and DPS quickly kill the plumes.

    Below half health:

    Once enough damage is dealt and she is below 50%, she will teleport to middle, and use Aerial Blast. The damage can be mitigated to a degree by standing behind a pillar from the line of sight of Garuda. If the pillar remains almost intact from its original form (the pillar's form degrades as more damage is done to it from Mistral Song/Razor Plume explosions) the damage done from Aerial Blast will be less. If the pillar only has the base rock left for example, Aerial Blast will do more damage (but not the full damage taken when not shielded by pillars).

    Once all the rocks are destroyed, the party should fight her in the middle of the arena. Soon after this phase starts, the outer edge of the battlefield will be covered by galestorm, with only the middle area remaining safe to stand in. If you reached this point, you have 2 options depending on DPS:

    1) If DPS is sufficient, use an offensive Lv2 limit break to quickly finish the fight. Ignore the plumes that spawn, as they only serve to distract you.

    2) If DPS is insufficient, the tank will need to use his Lv2 limit break to allow the party to survive the Aerial Blast that will occur if the fight drags on for too long.

    She will also teleport occasionally mid-fight, reappearing again in the middle. Take note of the direction she is facing, and quickly get behind her to avoid Mistral Song.


    Dzemael Darkhold (44-46)

    Spoiler: show
    By alanon:

    Sub-boss #1 "All Seeing eye"
    Adds : Yes

    The "all seeing eye" flys around the cave. He is invulnerable and his aoe move "eye on me" does massive damage. Key is to pull him to the purple light near a crystal to make him vulnerable and mitigate his AoE damage. Trick is, the crystals slowly lose power over time, so when the crystal you're at shuts off, you will need to drag him to a new crystal. Spawns adds in groups of 2, but are easily DPS'd down.

    Sub-Boss #2 : Taulurd
    Adds: Kinda, though they aren't targetable.

    Tank should pull the boss so that the tank's back is to the wall. Taulard has 2 front conal aoe moves that can be avoided. Trick of this fight is that Taulard will call in adds that stand on the ledge above you and target random party members with a ranged AoE. Just avoid the taget circles on the ground and you should be fine. Spreading out helps. Fight can be hectic on mages with all the dancing needed.

    Main Boss: Batraal
    Adds: No

    This guy has a strong front conal AoE, so only the tank should be in front. He also randomly targets party members regardless on enmity for a ranged attack. During the fight, he will Link himself to a crystal (long purple beam). During this time he will be invulnerable until the crystal is destroyed. He will also "choose" a member at random and target them with a KO move called "desolation". This is a one-shot kill with a hit-box like Titan's landslide. He will try 3 times to kill the same player, after which he will choose another player at random if the crystal has not been destroyed. If you are the targeted player, it is important that you do not cross between Batraal and the crystal as you may inadvertently get your party members killed. At around 25%, Batraal will start randomly casting "Desolation" and will also put poison pools on the ground which need to be avoided.


    The Aurum Vale (47-49)

    Spoiler: show
    Sub-boss #1: Locksmith
    Adds?: No

    Will periodically use an unavoidable aoe poison that stacks with itself. There will be 4 morbol fruits in the arena. It is recommended the group marks each fruit and designate who will use which. It is best to use the fruit at 2 stacks, since the repop rate is slower than the aoe usage rate.

    Sub-boss #2: Coincounter
    Adds?: No

    100-tonze SWIPE is frontal cone aoe, while 100-tonze SWING is an aoe centered around Coincounter, which is almost guaranteed to one shot non-tanks. Glower is a frontal straight line attack. Eye of the beholder might be frontal conal aoe as well. Just a dodge and dps fight.

    Boss: Miser's Mistress
    Adds?: Yes

    Will periodically use an unavoidable aoe poison that stacks with itself. Can also use a single target move that also increases the poison stack count. There will be more fruits inside the arena than the first sub-boss, but the repop rate is longer. It is recommended the group use a fruit when they have 3 stacks.

    Under half health: The boss will sometimes run a short distance away from the group and begin to sow morbol seeds. They will spawn morbolings after some time passes, so its best to save aoe moves to kill them as quickly as possible. Depending on how dps goes, you may need lv2 limit break aoe to clear them out on the 3rd sowing.


    The Wanderer's Palace (50)

    Spoiler: show
    Sub-boss #1: Goobbue (need name)
    Adds?: No

    Very easy fight. He will occasionally use an aoe on #2-4 on the hate list, which can be dodged. He will also use Inhale, a wide frontal cone attack that draws in target and does ~1k damage. Can be avoided by running away to the sides. Again, a very easy fight. Will sometimes put a debuff on people that reduces healing potency of spells, but this can be removed via esuna/leech.

    Sub-boss #2: Pudding (need name)
    Adds?: Yes

    Spawns alone and will begin to summon reinforcement puddings. At first he will pop white/purple/???. They don't have too much health, and can be rounded up to aoe on. Has a special phase that begins with the message "the boss begins focusing on someone..." (or something) and will ONLY chase that person regardless of enmity. The end of the phase shows when he begins flailing around twice, which does 2x aoe damage (can kill non-tank easily). It is recommended to keep distance from him and his target when in this mode.

    Beginning with the 2nd reinforcement waves, there will be a blue pudding that the group may preferably want dead first as it can heal the boss. Again, just round them up and spam aoe to kill them quickly, and kite when he begins his chase phase. Lv2 mage limit break would be good to use here at 30% or lower to quickly finish the boss and any adds.

    Boss: Tonberry King
    Adds?: Yes

    Will summon 2 lesser tonberries at start and will increase in numbers as time passes. Each tonberry killed increases the king's rancor count by 1. Each stack of rancor allows him to deal 1,000 damage when he uses Everyone's Grudge. Under ~30% health, he will summon 8 larger tonberry slashers at the outer edge of the arena and they will slowly approach the middle. By now the fight will become a DPS race, and Lv2 limit breaks should be used at this point.

    It is recommended the party stand in the middle when its almost time for the slashers to spawn. Depending on tank, you can build up to 4-5 stacks without killing him.


    Ampador Keep (50)

    Spoiler: show
    Sub-boss #1: Lunatic Priest/Psycheflayer
    Adds?: Yes

    This fight will start off against the Lunatic Priest. He occasionally casts void spells. At half health, he will summon the Psycheflayer which is the true sub-boss. The group should still focus on finishing off the priest, then the flayer. Flayer will sometimes ready a moderate aoe damage move (Mind Melt). At certain points, he call upon one of the 2 golems laying on the field to assist him (you'll see purple tethers). They can be defeated but can't be permanently killed, and he will continue to revive them regularly to assist him.

    At half health(?) he will revive the much larger golem in the back of the battlefield. This golem doesn't directly attack the party, but will use a very wide aoe that needs to be dodged. There is a bit of a readying time for it to go off, so no one should be hit by it. You can't kill this golem, so just be wary when he readies his move.

    Sub-boss #2: Demon Wall
    Adds?: Yes

    by Rehn:
    Spoiler: show

    The battle takes place in a rectangular shaped room, with the boss appearing on the opposite end. On both sides of the battlefield will be a drop-off (similar to the Titan fight).

    This battle is DPS race. When your group has been completely pushed back, the area you will be standing in has a dot effect that will kill the group. He has 3 noteworthy attacks:

    Pattern #1, pattern #2 (here), and repel. The black areas are the ones you need to move out of when he uses it, or you'll take damage + slow (thus slowing down DPS). He occasionally does direct damage (Murder Hole), but it isn't dangerous.

    He will do a mix of patterns 1 and 2, then end with repel. This next part is the most important: you MUST stand in the center lane before repel goes off. It has a 3 second casting period, and once it goes off, he will do a damage+knockback effect relative to where you are to the boss. So if you are standing on the side, you will get knocked off and get KO'd at the bottom of the drop-off. You won't have any way to be revived and assist the group again at this point.

    After the 2nd repel goes off, he will spawn 2 gnats that need to be dealt with immediately. Gnats occasionally use an aoe centered around themselves (not the usual straight line attack) so they tend to zone out your people if it isn't stunned/killed. He will continue his attack in the pattern described above, which you will need to be aware of to ultimately avoid repel.


    by Carraway:
    Spoiler: show
    Sequence of moves is: middle murder, sides murder, middle murder, sides murder, repel, middle murder, sides murder, middle murder, sides murder, repel, gnats, middle murder, sides murder, middle murder, sides murder, repel, then you're probably dead.

    You can use flank combos if you push up against either side of Demon Wall.

    Full DL+relic group should be able to kill around the 2nd repel.


    Boss: Anantaboga
    Adds?: Yes

    by Rehn:
    Spoiler: show
    This fight is reminiscent of the primal Garuda fight. As the battle progresses, he will begin to channel the ability "Imminent Catastrophe." A hovering purple orb will appear in the middle of the arena. To avoid it, you must hide behind one of the 4 statues, but it must be from the line of sight of the orb and NOT the boss. Each catastrophe turns a statue into a gargoyle that needs to be dealt with quickly. Because of this, the fight is technically on a time limit, and once the 4th statue has spawned into a gargoyle you will have no more hiding spots.

    The boss also uses a conal attack from his rear that covers an exceptionally huge area. It would be best to tank him with his rear facing the corner to avoid it completely.

    His third ability will show a purple tether line connecting to a random person that is #2-4 on the hate list. Whoever it is connected to will need to run to an area on the field away from the group. After some time passes, an orb will appear that repeatedly does an aoe explosion. It will disappear after some time has passed.

    All in all, if your group was able to handle the demon wall comfortably, then this boss will be just as easy to tackle.

    Special notes by Carraway:
    Spoiler: show
    Tanking position for "safe" strat:
    Spoiler: show

    Do not face him diagonally into the corner; doing so will block off too much of the room with his rear AoE.

    Burn strat:
    Fight him where he is, tank grabs adds, healer positions him/herself so that the tank is between the add spawn and him/herself. Heal through catastrophe. Only use this strat if you can kill before the 3rd catastrophe. If the tank and DPS all have DL+relic, you should be able to kill around the 2nd catastrophe.


    Primals (Hard)

    The Bowl of Embers (50)

    Spoiler: show
    Boss: Ifrit
    Adds?: Yes**

    by Eanae:
    http://spikeflailxiv.com/wiki/ifrit


    The Howling Eye (50)

    Spoiler: show
    Boss: Garuda
    Adds?: Yes

    by Eanae:
    http://spikeflailxiv.com/wiki/garuda


    The Navel (50)

    Spoiler: show
    Boss: Titan
    Adds?: Yes**

    by requiemlacrimosa:
    Spoiler: show
    Titan: Dodge shit, DPS down the heart, Dodge shit some more, wait for an opening and DPS for about 10 seconds and then dodge shit even more. Repeat the process and you will win.


    If you take too long you will need to pop the tanks limit break during the end stomps because he will do 10+ of them and wipe your entire party even with defensive buffs and spam heals.

    conal (Need to burst heal the tank to full before this happens)
    Slam
    Plumes
    Bombs (line)
    Conal
    Plumes
    Rock (line)

    Is the order of abilities after the 2 hour. I don't know their real names, and I can't be bothered to check the video and see what they are, but if you know anything about the fight that list should tell you everything you need to know.


  2. #2
    Nikkei's Hoe
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    http://spikeflailxiv.com/wiki/ifrit

    My Ifrit (hard) guide. I'm sure there's better out there though.

  3. #3
    Nikkei's Hoe
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    Double post etc but, Garuda guide:

    http://spikeflailxiv.com/wiki/garuda

    Also not perfect and I'm sure there's better but should be fairly accurate.

  4. #4

    Ifrit doesn't become immune to stun if you reset it, he doesn't spawn eruptions under his feet in p2 he spawns eruptions on the people standing there who are free to spread out after the plumes or continue to stack on the right foot.

  5. #5
    Nikkei's Hoe
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    Quote Originally Posted by Churchill View Post
    Ifrit doesn't become immune to stun if you reset it, he doesn't spawn eruptions under his feet in p2 he spawns eruptions on the people standing there who are free to spread out after the plumes or continue to stack on the right foot.
    Ah. Since we always only stack as soon as the inside plumes go off I always figured he did it there to make the next plume more difficult. That makes more sense, thanks.

  6. #6
    The Fucking Voice of Actually
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    Brayflox's Longstop (32-34)
    Spoiler: show
    Sub Boss #1 - Great Yellow Pelican
    Adds?: Yes - 3 (Infinite)
    Chest: One [Pink L32 Weapon. Table contains one for each Class]

    The fight starts with three adds to the boss, and the fight will spawn sets of three at regular intervals. It is HIGHLY suggested to remove adds as soon as possible due to everything doing heavy damage. If focused, adds are fairly squishy and fall fast.
    Tank advised to use any defensive boosting actions to improve tanking of adds when they pop.

    Boss only uses a cone AoE special.

    ----------------------------------------
    Non-Boss - Goblin Chests
    Chest: Up to four [% chance of Pink L32 Armor. Table seems to contain three or four different full sets. Text loot otherwise]

    There are four spots to gain extra chests before the second sub-boss.
    1: The goblin that runs to the Mud Biast as soon as anyone crosses the gate threshhold.
    2: The goblin visible to the left below. Two puks spawn as you enter the path.
    3: The goblin in the hollow to the right, behind the huts. Three puks spawn just before you round the corner.
    4: The goblin on the ledge above, right past the bridge. Three puks spawn right before you start crossing the bridge. Sprint is advised to guarantee reaching the goblin in time.

    In order to receive these chests, THE GOBLINS MUST SURVIVE. If anyone wanders past the pop point and the tank isn't ready to grab the puks, the goblin will die.

    ----------------------------------------
    Sub Boss #2 - ? Drake
    Adds?: Yes - 1 (Once)
    Chest: One [Green L32 Waist or Feet piece from the Brayflox Sets]

    Partway through the fight (about 80% to 66% health), a small drake will spawn with Brayflox Alltalks at the ENTRANCE to the fight. The drake will chase the goblin in a half circle around the arena before it can switch hate to a player.

    Advisable to switch target to add.

    After the add is dead, the goblin will "help" the players by trowing bombs at the boss. Sometimes he throws them at the players though. When the bomb hits the drake, hate will shift to the goblin for a while, you can't get it back, it will come back to you. It usually ends with a non-charged version of the cone AoE special. You should probably avoid being behind the goblin.

    Boss only uses a cone AoE damage special.

    ----------------------------------------
    From this point, stay LEFT, in the water. There are two text loot chests in the hollows on this path, and far fewer enemies.

    ----------------------------------------
    Sub Boss #3 - Hellbender
    Adds?: Yes*
    Chest: One [Green L32 Head or Hand Piece from the Brayflox Sets]

    There are no adds per se, but several times through the fight (three, though maybe more if the fight drags) the boss will randomly select a party member, and they will be put in a bubble. All damage needs to switch to the bubble to free the party member ASAP.

    The boss will also use a non-charged medium circle targeted AoE attacks on random party members. Nothing you can do about it, don't feel bad Tank, you aren't losing hate. (A Shield Swipe however, will cause the boss to idle targeting a player until Pacification ends, and then it will use the attack.)

    Surprise - don't read if you want to be
    Spoiler: show
    At about 25% to 20% health, Aiatar will swoop in and kill the Hellbender. It does a small AoE damage when it lands.
    Aiatar will flee when it reaches 80% to 75% health.

    Aiatar uses Dragon Breath in this fight, a long line damage AoE. The notes about it later apply.


    The boss uses a large circle AoE debuff special, and a cone AoE damage special. It's advised to pay attention to the charge notice above the target hp bar, since the color of the water makes the red target overlays harder to see.
    ----------------------------------------

    Side Boss - ? Coeurl
    Adds?: No
    Chest: One [50% chance of Green L32 Ring. Table contains one for each Class. Text loot otherwise]

    Standard fight, nothing special.

    Boss uses a small circle AoE, and a cone AoE.

    ----------------------------------------
    Final Boss - Aiatar
    Adds?: No
    Chest One [Green L32 Body or Legs Piece from the Brayflox Sets]

    The boss is all about poison. It's normal attacks will regularly poison the tank, it's special attacks all hit hard and can poison, and the poison stacks up.

    The boss has a long line damage AoE. It hits VERY hard, goes off fairly quick, and it's target area is wider than the box shows. When you see it, run to the side, AND DON'T STOP RUNNING, until after the animation. It only uses it on the target with the top hate, so it's mainly the tanks problem, unless they are standing so the boss is facing the party (they shouldn't).

    Like the Totorak diremite boss, it has an attack that will put poison circles on the floor. However, if Aiatar stands on or near a circle, it will start regenerating HP fairly quickly (enough to nullify a L2 DPS Limit Break). If the entire arena get's covered, you're fucked. They do disappear, but you can see five or six up at once.

    It will randomly select a party member to target the circle on. If it's the tank, or a melee, you should try running as far away from the boss ASAP, then run back in after it lands. If it targets ranged DD or the healer, they should stand as close as they can to an existing poison pool (but not in it) so the area overlaps as much as possible to limit the amount of arena covered. If the circle lands so that the bos is on top of some of it, you need to have the tank move the boss away from it ASAP.

    Lastly, at low health (maybe starting around 40%), the boss uses a non-charged special attack that does a moderate amount of knockback.

    The tank will have to move a lot, and often out of the healers range. Combined with how hard the boss hits, it's advised to keep people's HP full and poison off them as much as possible.

    The medium circle targeted AoE spit that puts the poison circles on the floor is charged, and stunning does seem to stop it instead of delaying it, but is very fast. You have to be holding actions to make the stun, so not advisable.

    Brayflox Sets
    Cavalry - MRD/GLD
    Infantry - Disciple of War
    Battlemage - Disciple of Magic

  7. #7
    Relic Shield
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    Thanks Cantih, I'll trim out the loot and the coeurl since its more like a side mob if that's ok. I can put it in if you prefer though.

  8. #8
    The Fucking Voice of Actually
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    Your thread.
    Though if you take out the coeurl, you may as well take out the goblins too. Both or none.

    Here's alt text for the coeurl if you want.


    From this point, there is another optional chest near the end from killing the coeurl. There's an even chance of it being text loot, or a ring.

    ----------------------------------------

    (also, the copy paste buggered that bit in the Hellbender section)

  9. #9
    Relic Shield
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    I feel it was an important point to make since I had a few DF groups that didn't know about the save-the-goblin mechanics. The coeurl one though was more like the 2nd part of the run where mobs were just idling by chest like the monkey/ziz stuff.

    But I'll oblige and remove both.

  10. #10
    Relic Shield
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    Thanks, I'll actually add both to the special notes section instead that details what special things people may need to know about and such, and leave boss strategies/behaviour by itself.

  11. #11

    Titan: Dodge shit, DPS down the heart, Dodge shit some more, wait for an opening and DPS for about 10 seconds and then dodge shit even more. Repeat the process and you will win.


    If you take too long you will need to pop the tanks limit break during the end stomps because he will do 10+ of them and wipe your entire party even with defensive buffs and spam heals.

    conal (Need to burst heal the tank to full before this happens)
    Slam
    Plumes
    Bombs (line)
    Conal
    Plumes
    Rock (line)

    Is the order of abilities after the 2 hour. I don't know their real names, and I can't be bothered to check the video and see what they are, but if you know anything about the fight that list should tell you everything you need to know.

  12. #12
    The Fucking Voice of Actually
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    Quote Originally Posted by Rehn View Post
    Thanks, I'll actually add both to the special notes section instead that details what special things people may need to know about and such, and leave boss strategies/behaviour by itself.
    That works.
    Seal of Approval.

  13. #13
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    Amdapor stuff

    Demon Wall

    Sequence of moves is: middle murder, sides murder, middle murder, sides murder, repel, middle murder, sides murder, middle murder, sides murder, repel, gnats, middle murder, sides murder, middle murder, sides murder, repel, then you're probably dead.

    You can use flank combos if you push up against either side of Demon Wall.

    Full DL+relic group should be able to kill around the 2nd repel.

    Anantaboga

    Tanking position for "safe" strat:
    Spoiler: show


    Do not face him diagonally into the corner; doing so will block off too much of the room with his rear AoE.

    Burn strat:
    Fight him where he is, tank grabs adds, healer positions him/herself so that the tank is between the add spawn and him/herself. Heal through catastrophe. Only use this strat if you can kill before the 3rd catastrophe. If the tank and DPS all have DL+relic, you should be able to kill around the 2nd catastrophe.

  14. #14
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    Is the first boss (ant queen) in Cutter's a dps check? I ran it for the first time yesterday, and the amount of adds it had up (7+ at one point) was insane. Had a difficult time holding the adds, even with Shield Oath and Sentinel I was taking quite a bit of dmg from the sheer number of hits. Running around to grab the adds as they spawned (people couldn't get them to path reliably past me) caused some yo-yoing to the WHM as he spammed to keep me up.

    I guess my question is, should the dps have been able to kill the adds faster, or am I just under geared/turrible?

  15. #15
    Old Odin
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    Quote Originally Posted by lolwut View Post
    Is the first boss (ant queen) in Cutter's a dps check? I ran it for the first time yesterday, and the amount of adds it had up (7+ at one point) was insane. Had a difficult time holding the adds, even with Shield Oath and Sentinel I was taking quite a bit of dmg from the sheer number of hits. Running around to grab the adds as they spawned (people couldn't get them to path reliably past me) caused some yo-yoing to the WHM as he spammed to keep me up.

    I guess my question is, should the dps have been able to kill the adds faster, or am I just under geared/turrible?
    When I did Cutter's all of once we just zerged that boss down when it got low, but I was also healing on SCH so my fairy was still able to do stuff while I was kiting.

  16. #16
    Nikkei's Hoe
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    Dungeon & Primal guide/strategy

    Quote Originally Posted by lolwut View Post
    Is the first boss (ant queen) in Cutter's a dps check? I ran it for the first time yesterday, and the amount of adds it had up (7+ at one point) was insane. Had a difficult time holding the adds, even with Shield Oath and Sentinel I was taking quite a bit of dmg from the sheer number of hits. Running around to grab the adds as they spawned (people couldn't get them to path reliably past me) caused some yo-yoing to the WHM as he spammed to keep me up.

    I guess my question is, should the dps have been able to kill the adds faster, or am I just under geared/turrible?
    Split dps. One on the healer one on all the tiny adds. The tiny adds die in 1-2 hits so they'll be cleaned up fast and then you can kill the big add and then back to boss.

  17. #17
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    Updated.

  18. #18
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    Quote Originally Posted by Eanae View Post
    Split dps. One on the healer one on all the tiny adds. The tiny adds die in 1-2 hits so they'll be cleaned up fast and then you can kill the big add and then back to boss.
    Ah, ok. That makes a lot of sense. We cleared it on the first run after the initial wipe on the ant, it's just been bugging me since it was the first fight where I've felt like I just couldn't maintain control.

  19. #19
    Relic Shield
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    Quote Originally Posted by lolwut View Post
    Is the first boss (ant queen) in Cutter's a dps check? I ran it for the first time yesterday, and the amount of adds it had up (7+ at one point) was insane. Had a difficult time holding the adds, even with Shield Oath and Sentinel I was taking quite a bit of dmg from the sheer number of hits. Running around to grab the adds as they spawned (people couldn't get them to path reliably past me) caused some yo-yoing to the WHM as he spammed to keep me up.

    I guess my question is, should the dps have been able to kill the adds faster, or am I just under geared/turrible?
    It sort of is a DPS check. Basically, how I did all mines was:

    • fight like normal until 40%
    • when she summons her adds, she'll summon marshal > soldiers, and this is where the healer should spam cure to pull aggro.
    • everyone sans healer will now zerg the princess down with limit break and such.

    She should die fast if your DPS are par. Just make sure they all know to focus solely on princess only and leave the adds on healer. The healer should sprint the moment he pulls aggro (usually after second message is best) and just kite around the outer edge of the arena, or at least away from the spawns. Fight usually takes 2-3 minute with this method. If you want to kill the adds, they will repeatedly spawn at intervals, so it will be a long and drawn out battle that can take up to 5-8 minutes depending on kill speed. I don't really recommend that plan personally.

  20. #20
    The Defense is ready, Your Honor
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    Man, I just gathered them up on mrd, had the DPS blow up the marshal (the healer), then had them refocus the queen while I gathered and overpowered any adds.