With good DPS you don't even see the divebomb phase. Working as intended.
With good DPS you don't even see the divebomb phase. Working as intended.
Meh, it really isn't all that difficult - it just happens to be in that sweet-spot where it is a) relatively new and b) not everything is telegraphed by humongous amounts of orange squares or circles.
1- Rime Wreath: boss begins with this, then uses one as an 'in-between' mechanic from then on (up until post-dive phase where it'll use three of them back to back). It's basically just an arena-wide AoE for moderate damage.
2- Blue Marker: ie. Freezing Puddle Breath. Try to aim it so that the resulting blast leaves as few ice-puddles as possible. Getting an entire team dotted with freezing would be extremely painful, and leaves less space in the arena to move safely if it is aimed right across the arena center.
3- Star-Shaped * AoE (Single). Self explanatory, complimented by big orange markers.
4- Fog Phase 1 - Kill dragon heads. Self explanatory.
5- Repeat 1 & 2.
6- Double Star-Shaped AoE. It helps if people are grouped for this part, as having them stacked on eachother (anywhere) is infinitely easier to dodge than having them spawn in two random places and overlap across the arena.
7- Dive Phase - spread out and have everyone run around the arena in the same direction. Someone will eventually spot the dragon in the mist. When players stop running, that is an obvious sign they've found the 'line'. Repeat twice.
8- Triple Rime Wreath followed by Blue Marker into Star AoE into a general mechanic reset back to No.1
Here is the above boss rotation in video form, sprinkled with a dose of "DC DPS" to prolong the fight.
https://www.youtube.com/watch?v=3ySbYwjH32k
Things that help:
Healers capable of pre-casting Esuna (Ice DoT).
Healers capable of pre-casting AoE heals vs Rime Wreath.
Ranged Damage of any description vs anyone encased in ice. Even a WHM Aero I (2k impact damage) is sufficient.
Players who aim the blue-markers appropriately.
Players who know when to stack for the AoE marker, though this isn't mandatory - it simply helps. Nobody likes becoming an icicle.
"And all the Hyur's say I'm pretty sage – for a White Mage!"
It takes much less effort than that.
Error 3102 Club, Order of the 52nd Hour
I mean, this fight isn't so bad as long as no one puts the ice breath AOEs down the MIDDLE of the arena... had a group die SEVEN times to this after several successful roulette runs before. Every time the same person would just cut the arena in half with the ice and no one could dodge anything after that. Guy left, we did it on first try with new person. Each DPS should take one of the 3 heads, and healer / tank take the 3rd one. Wont have a problem then as long as you watch all the ice prisons -- aoe them free instead of manual targeting it.
70 - Dragoon / Samurai
http://lux-capacitor.com
This boss seems a bit harder than typical for a FF XIV dungeon boss but not overly so. I wouldn't suggest any changes. Nerf it and it'll become mindlessly easy, buff it and it may become too much for some. As much as I'd like some harder 4 man dungeons in the game, I don't see it happening especially not for msq dungeons.
Sure, but the most common situation involves a Roulette/PuG - most of which won't bother marking or organizing 2x2's. In such a situation, you are better off splitting from the rest and just circling. If you don't see it after a certain time, chances are it's going to be heading your way. If you see it, just stop. The mechanic is only dangerous on the second attempt, as that is when people can be rooted in ice (which has a wind-up time where you cannot free them) while his meteor mechanic kicks in. If they happen to get rooted where that mechanic is going to land and/or you don't have ranged attacks to free them and/or they do not sprint or use mobility/defenses, squishies are going to be given a nice big bruise, if not just killed outright.
Sure, in any premade, or a group actually co-ordinating (or down the road when everyone and their mother knows how it works), you'll see more people adopt the 2x2 -- but by then most groups will start overgearing it and kill it before that swoop phase even hits. It certainly feels more timed as opposed to connected to a specific boss-health threshold.
"And all the Hyur's say I'm pretty sage – for a White Mage!"
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