This is already a feature.
This is already a feature.
Titan can now recover all HP when he hits 10%. SE puts out a vague video that doesn't even show the full fight with "hints" on how to get past it.
Ifrit was quite the ordeal on Extreme mode in version 1.xx.
Ifrit Extreme Mode in 1.xx, you had to take down 4 spikes, then later 8 spikes, then later 12 spikes before Hellfire. This was along with more aggressive eruptions and plumes. No Mage LB3, stunning, and animation lock made it quite terrifying to beat without a lot of practice.
If Titan does a similar route. I would imagine possible 2-3 Heart phases instead of 1, having him Astral Flow after each one. Make each one harder than the last with more obstacles to overcome. Make Weight of the Land on the entire area except certain spots (knowing the pattern is beneficial). Make more complex bomb placement. Have Landslide be in three different directions or in a cone.
The most I can think of.
I would like to see a few changes to the fight....
right punch : single target, apply stack of damage+ (20s count down, 1~5% per ... stacks to max of +20% dmg)
left cross : mitigated cleave (like thousand needles, not like hood swipe), applies stack of damage+
stomps : amount varies (randomly) for the entire fight
landslide : slightly thinner, but targets up to 4 (random) including the tank
bombs : now have knockback (2y), and slightly larger burst radius so they can't be ranged by a tank
Mt. Buster : used every 5%, and at (random) during heart phase
stomps / landslide / bombs are now used in random order every 30s
He splits into two smaller versions of himself, which use all of the same moves as he normally does.
Here would be another interesting tank swap mechanic...
Heart and Titan are two separate entities, each with their own stacking debuff.
Titan gains 1 stack of "scary awesomeness" every 30s. At 4 stacks he does earthen fury and wipes the raid. Killing the heart resets the stacks on Titan and stuns him for 10s or so.
Titan and Heart put a stacking debuff every 15s on each tank that increases incoming damage by 15% and a stack of the other's debuff will cancel a stack.
So say.. heart debuff "grants 1 stack of heart debuff or removes 1 stack of titan debuff" and vice versa. So you need to tank swap to eachother's targets to keep the stacks manageable.
Bombs explode immediately after they all finish spawning.
8 Weight of the lands (forcing tank to dodge)
6 Stomps
2 Gaols
Landslide has double the width.
He now does Mountain Buster twice in a row.
Heart Phase has double the HP
All these mechanics now happen at random.
Have fun.
What I've learnt about game design is that you can't make your game too tough as well. Make them too easy, and everybody will get bored really quickly. Make them too hard, and everybody will get frustrated really quickly. Lots of "suggestions" or speculations I see here are people simply wishing to make their ideas sound so tough that nobody can overcome them - probably not even themselves. Perhaps some of them here are reasonable, but unless gear that is better than Darklight becomes more accessible, we probably won't be able to handle such changes at the current stage.
Outside of some change to his rotations and phases (at worst, making every move in each phase being random), and maybe even increased damage, I can't see it being changed too much from Titan HM.
(Funnily enough, I'm sure enough people are already having trouble with Titan HM, what with all the people buying runs, I wonder how they will fare with Extreme mode...)
He splits into 2 after heart and has to be killed at the same time
:O
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