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Thread: Thordan Extreme Guide     submit to reddit submit to twitter

  1. #1
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    Thordan Extreme Guide

    Skill Set:

    Spoiler: show

    Absolute Conviction
    AoE damage (~12k)

    Ancient Quaga
    AoE damage to all players in the arena.

    Ascalon’s Might
    Frontal conal damage

    Ascalon’s Mercy
    Ground-targeted attack in the shape of five “pizza slices”

    Conviction
    Towers spawn in the shape of a graduated cylinder. Players must stand inside until they take “Conviction” damage to avoid AoE damage + Paralyze debuff. [T13 Megaflare towers]

    Dimensional Collapse
    Player targeted ground attacks that grow in size

    Divine Right
    Grants the user an attack or defense buff

    Dragon’s Eye
    Grants a stacking buff that increases damage dealt

    Dragon’s Gaze
    Inflicts Hysteria and one vulnerability stack. Avoid this by facing away from Thordan. [T7 Petrifaction]

    Dragon’s Glory
    Inflicts Hysteria and one vulnerability stack. Avoid this by facing away from Dragon Eye outside the arena (See: Dragon Eye Phase) [T7 Petrifaction]

    Dragon’s Rage
    Inflicts high damage that can be split among stacked party members [T9 Thermionic Beam]

    Faith Unmoving
    Knockback centered around the knight

    Heavenly Heel
    High damage tank buster.

    Heavensflare
    Three-pronged ground attack that protrudes towards the edge of the arena [Meggido Flames]

    Heavensward Leap
    Similar to Skyward Leap, but without markers. Jumps land in a triangle formation near the center of the arena.

    Heavy Impact
    A three layered pac-man face that detonates the innermost piece first, the middle piece second, and the outer piece third. Inflicts stun if player is struck.

    Hiemal Storm
    Indicates targets with blue icons.Inflicts damage to the player and anyone within a small radius around the player. Leaves a ground effect that inflicts Frostbite debuff (You can remove this debuff). [Shiva Hailstorm]

    Holiest of Holy
    AoE damage

    Holy Bladedance
    Single-target tank buster

    Holy Chain
    Tethers two players together. Removed by running apart from each other. [Vault Chains]

    Holy Meteor
    Places an orange mark targeted players and inflicts damage to the player and anyone within a small radius around the player

    Holy Shield Bash
    Inflicts magic vuln up and stuns the selected player [T10 Electricution]

    Lightning Storm
    Indicates targets with purple icons. Inflicts damage to the player and anyone within a small radius around the player [Ramuh Thunderstorm]

    Meteorain
    Ground-targeted attack in the shape of a circle [AS4 Seed of the Sky]

    Pure of Soul
    AoE damage (~10k)

    Sacred Cross
    Damage inflicted varies with Zephirin’s remaining HP [T13 Evil Eye]

    Skyward Leap
    Places a blue marker on the target. Inflicts damage that increases with proximity to the marked player.

    Spear of the Fury
    Charge attack from the knight to the player stunned by Holy Shield Bash. Severe damage to the first player struck and moderate damage to subsequent player. Inflicts Infirmity debuff that prevents heals from affect afflicted players. [T10 Wild Charge]

    Spiral Pierce
    Places a tether between the knight and a selected player. Charges and inflicts damage in a line from the knight to the tethered player. Damage increases with proximity to the knight.

    Spiral Thrust
    A charge intended to knock the player outside the arena. [Divebomb]

    The Light of the Ascalon
    Minor damage and knockback

    Ultimate
    Damage based on the numerical value of the limit break bar (See Duty Encounter)


    Phase 1: Thordan



    • Ascalon's Might
    • Meteorain
    • Ascalon's Mercy
    • Dragon's Eye
    • Dragon's Gaze
    • Ascalon's Might
    • Lightning Storm
    • Dragon's Rage
    • Ancient Quaga
    • Ascalon's Might
    • Heavenly Heel
    • Ascalon's Might


    Spread for Lightning Storm and stack for Dragon's Rage. Ascalon's Mighty follows Heavenly Heel quickly, so heal the tank accordingly.

    Phase 2: Charibert, Hermenost, and Zephirin [70% HP/Following Heavenly Heel]



    • Holy Chain
    • Heavensflare
    • Conviction
    • Sacred Cross
    • Spiral Thrust 3x


    Begin this phase stacked at the center so you can easily break chains. If a Conviction tower is covered by a Heavensflame, just wait for the Heavensflame to explode before going into the tower. The duration of Sacred Cross cast bar is about 20s. The damage will not KO you if you do not burn him fast enough, so consider saving cooldowns for the next phase. After Sacred Cross, throw up a Medica II/Aspected Helios/Succor and move into position for Spiral Thrust. For easy Spiral Thrust maneuvering, see this thread: https://redd.it/3srjol

    Phase 3: Adelphel and Janlenoux



    • Divine Right
    • Holy Bladedance
    • Divine Right
    • Skyward Leap 3x + Heavenly Slash
    • Holiest of Holy
    • Holy Bladedance
    • Divine Right
    • Holiest of Holy


    Keep these adds separate or they will tether. Divine Right will grant each add either an attack bonus (Sword) or a defense bonus (Shield). All DPS should attack the sword add. The tank with the sword add should stack cooldowns together (ex: Vengeance + Inner Beast) or use Hallowed Ground/Living Dead/Holmgang. Preemptively Medica II/Succor/Aspected Helios the raid after the first Holy Bladedance. When Skyward Leap happens, DPS should spread to predetermined positions. One healer should watch tanks since Heavenly Slash occurs during the Skyward Leap damage. Holiest of Holy will follow Skyward Leap, so make sure the raid has enough HP.

    Phase 4: Ignasse, Paulecrain, Vellguine, Grinnaux, Haumeric, Noudenet, and Guerrique



    • Spiral Pierce + Dimensional Collapse + Hiemal Storm
    • Faith Unmoving
    • Holy Meteor
    • Heavy Impact 2x
    • The Light of the Ascalon
    • Ultimate


    Stack at the center of the arena and move once the Dimensional Collapse appears. Ideally, tethered players move opposite of their corresponding knight. However, you should be fine going to any edge of the arena as long as you do not clip other party members. You can clean up this phase by assigning two members to the NE, SE, SW, and NW. After Spiral Pierce and Hiemal Storm, stack at the center again for the knockback. Avoid knockbacks into the Frostbite puddles.

    Take a monent to remove Frostbite from afflicted party members. If you use an AoE HoT and succor the raid, you can focus on healer DPS instead of the raid as long as they avoid Heavy Impact. Players picked for Holy Meteor should avoid standing near each other. If you stand near the knight in the arena, you will be able to reach the sweetspot of Heavy Impact easily. Shield the raid after The Light of the Ascalon and Ultimate will not do much damage.

    Phase 5: Spear of Fury



    • Dragon’s Eye
    • Ascalon’s Might
    • Holy Shield Bash
    • Spear of the Fury + Heavenly Heel
    • Dragon’s Gaze + Dragon’s Glory
    • Ancient Quaga


    Face Thordan to the North. Dragon's Eye, from here on, will spawn a literal Dragon Eye outside the arena. You have to avoid looking at both this Dragon Eye AND Thordan to avoid Hysteria from Dragon's Gaze/Glory. Holy Shield Bash + Spear of the Fury acts the way T10 charges did, but the Holy Shield Bash only targets healers. As in T10, have the tank cooldown Spear of the Fury. If this attack KOs any party member, Sacred Cross will wipe the raid. After Spear of the Fury, avoid healing the raid (They have Infirmity debuff). Instead, heal the MT from Heavenly Heel and turn to avoid Dragon's Gaze/Glory. Once this happens, the Infirmity buff should wear and you can heal the raid in preparation for Ancient Quaga.

    Phase 6: Conviction



    • Dragon’s Eye
    • Dragon’s Gaze + Dragon’s Glory
    • Conviction + Heavy Impact
    • Dimensional Collapse
    • Faith Unmoving + Dragon’s Rage
    • Ascalon's Might


    Face Thordan towards the Dragon Eye. The tricky part for most people is handling Conviction + Heavy Impact while dodging the Dragon Gaze. The trick here is to know the sequence. Think of the Heavy Impact as the following:

    • Inner - Detonates alongside Dragon's Gaze (Do not cover Conviction towers here until after Dragon's Gaze/Glory)
    • Middle - Detonates alongside Conviction (Cover Conviction towers here even if you have to receive damage from Heavy Impact)
    • Outer - Detonates on its own (You should never have to worry about covering a tower when this portion of the pacman activates)



    After Dimensional Collapse, bring Dragon's Rage to the center of the arena. Stack after the knockback.

    Phase 7: Lightning Storm



    • Dragon’s Eye
    • Lightning Storm
    • Spiral Thrust + Spiral Pierce + Skyward Leap 1x + Dragon’s Rage


    Face Thordan towards the Dragon Eye and tank him near the edge. During Lightning Storm, you want to avoid clipping other party members and search for the Spiral Thrust (Divebomb) knight standing outside the circle. Move Thordan if in the path of Spiral Thrust. After Lightning Storm, you will either be one of the following:

    • Marked for Dragon's Rage (Arrows)
    • Marked for Skyward Leap (Blue)
    • Marked for Spiral Piece (Tether)
    • Unmarked


    Dragon's Rage + Unmarked should stack on the main tank. Skyward Leap marked player should run opposite of the raid (Should be safe if they moved Thordan into a safe spot). Tethered player needs to avoid both the Spiral Thrust and the Skyward Leap player (To avoid Spiral Pierce damage + Skyward Leap damage).

    Phase 8: Holy Chains



    • Dragon’s Eye
    • Ascalon’s Might
    • Holy Meteor + Holy Chains
    • Dragon’s Gaze + Dragon’s Glory
    • Heavensflame
    • Hiemal Storm + Ascalon’s Mercy
    • Ancient Quaga
    • Heavenly Heel
    • Ancient Quaga


    Face Thordan towards the Dragon Eye. PT stacks at the center before mechanics go out. Be sure to avoid facing Thordan's direction as you go to break Holy Chain/Spread for Holy Meteor. If it helps, assign a direction for players to run in relation to Thordan (Obviously, no one is assigned to run to him since they will trigger Dragon's Gaze/Glory. For example, you could assign players to go left-perpendicular, right-perpendicular, or straight back in relation to Thordan. Hiemal Storm and Ascalon's Mercy seem to activate together. Ancient Quagas will do more damage due to Dragon's Eye.

    Phase 9: Holiest of Holy
    • Holiest of Holy
    • Heavensward Leap
    • Sacred Cross
    • Pure of Soul
    • Absolute Conviction
    • Dragon’s Gaze + Dragon’s Glory


    Face Thordan towards Dragon Eye. The majority of this phase is simply large AoE damage. We did not have to do this phase for the kill, but we did practice this during one pull. The Heavenward Leaps just seem to be moderate AoE damage. . The damage from Pure of Soul and Absolute Conviction will require you to top the raid prior to them activating. During the time of Sacred Cross channeling, Thordan has a tether and will cease to take damage, so burn Zephirin quickly to prevent a wipe. Unlike previous Sacred Crosses, this seems to hit hard if he is not DPSed quickly. We recommend using LB3 during the Sacred Cross charge if you have Limit Break. Remember to turn from the Dragon Gaze/Glory that will follow.

    Full Video:
    Spoiler: show



  2. #2

  3. #3
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    All info from kill added; going through prog videos to add info on later phases. Enjoy.

  4. #4
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    Worse than her at uno

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    There's a lot more in phase 7. A knight spawns which makes Thordan invulnerable and AOE damage gets spammed. Have to kill the knight. Haven't lived passed this.

  5. #5
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    Paladin is really strong on this fight, most of the damage is physical and miniscule dps check makes heavy mitigation really nice to have.

    Also first dragon's eye in last phase is always north, the ones after that can randomly spawn anywhere. Also good idea to move boss on top of the dragons eye so you only have 1 direction to look away from.

  6. #6
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    Did it drop a token like Ravana?

  7. #7
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    Yes

  8. #8

    So is it actually fun? Does anyone miss DPS races?

  9. #9
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    Quote Originally Posted by AlastorTGN View Post
    So is it actually fun? Does anyone miss DPS races?
    I miss being required to actually be good at mechanics and learning to DPS through them. The fight doesn't require that, which makes it very easy compared to higher tier raiding content. No surprises there, though.

  10. #10
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    Is there a mechanic to weaken the ultimate like with other primals, or is it not that hard hitting? (Would be cool if you failed a mechanic and it hit for 9,999x13 like FF7 XD)

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    Ridill
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    How would you rate it compared to savage and other trials.. I guess ramuh and rava being the hardest for coordination/team work check. But rava and ramuh both had dps checks and this doesn't ?

    Won't get to do it until later tonight

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    Quote Originally Posted by Katlan View Post
    How would you rate it compared to savage and other trials.. I guess ramuh and rava being the hardest for coordination/team work check. But rava and ramuh both had dps checks and this doesn't ?

    Won't get to do it until later tonight
    It's little harder mechanic wise than A3S with no real dps check (High dps makes this fight so much easier tho).

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    Ridill
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    Considering A3S is the stop gate for 97% of the playerbase thats a pretty bold statement.

    But sounds fun, look forward to doing it later tonight

  14. #14
    THE FAIRY CAT
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    Sounds like Tex will be a fun challenge for most groups overall.

    Pretty pumped to try this when I get home, and it will also be nice to not have to use esoterics for weapons on Alts

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    Quote Originally Posted by Katlan View Post
    Considering A3S is the stop gate for 97% of the playerbase thats a pretty bold statement.

    But sounds fun, look forward to doing it later tonight
    There is mechanic that if even 1 person dies your group wipes on that instant, also you need to have set rules on what to do at which point to prevent deaths, it gets really hard with weakness (still doable with them).

  16. #16
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    Quote Originally Posted by Eludi View Post
    There is mechanic that if even 1 person dies your group wipes on that instant, also you need to have set rules on what to do at which point to prevent deaths, it gets really hard with weakness (still doable with them).
    Care to elaborate?

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    Quote Originally Posted by Taint View Post
    Care to elaborate?
    It's the T10 mechanic explained bu Yugl if anyone dies during it the guy who does the attack will perform room wide 90k+ damage aoe hit

  18. #18
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    Quote Originally Posted by Eludi View Post
    It's the T10 mechanic explained bu Yugl if anyone dies during it the guy who does the attack will perform room wide 90k+ damage aoe hit


    Ahh ok. Thanks. We are going Thordan instead of Alexander tonight. My group is on the rocks so anything to smooth out the run later helps!

  19. #19
    An exploitable mess of a card game
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    Quote Originally Posted by Katlan View Post
    How would you rate it compared to savage and other trials.. I guess ramuh and rava being the hardest for coordination/team work check. But rava and ramuh both had dps checks and this doesn't ?

    Won't get to do it until later tonight
    Individually, the mechanics very simple. Turn during gaze? Simple. Stand in a tower? Simple. Avoid protruding ground AoEs? Simple. When you combine these mechanics, however, you will find that the challenge is different in that you are learning to coordinate and prioritize mechanics as they happen. The key to doing this encounter is knowing what you are handling and when. AS3 does not offer the same challenge because most mechanics happen in a non-lethal sequential order (Exception being Sluice > Protean). The challenge of AS3 is that you need to meet a DPS/Healing/Tanking standard while these mechanics and it's the reason AS3 was difficult during week 1-2 of progression. I think this fight will not be as bottlenecked because those DPS/Healing/Tanking checks are not as stringent. As long as you can continue to enter the instance and practice the mechanics, you will see progression. When you introduce DPS/Healing/Tanking checks, much of the preparation is done outside raid and doing that type of "homework" is either too demanding (They're too busy with RL), uninteresting (They cannot be assed), or complex (They don't know how) for raid teams that do not clear encounters quickly. I feel this is the real reason you see such stagnation in Savage and will probably not witness that problem with this encounter.

  20. #20
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    Updated original post. Youtube fucking over my clips for each section atm.

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