Just because you died once on a boss, doesn't mean the content is "too hard". Learn why you died and try again.
Just because you died once on a boss, doesn't mean the content is "too hard". Learn why you died and try again.
SE added a bunch of "surprise" (unforgiving) mechanics to some bosses like the last boss in Vanaspati. If you go in blind, chaces are you're going to die a couple of times to the floor explosion and/or the meteorsPress X to doubt.
While I'm in total agreement that it's really not as difficult as the OP claims, there are several points that throw a lot of players off.
1. There is literally a doom mechanic on the first boss which isn't obvious unless you mouseover the ailment (needs to be Esuna'd). I've seen healers focus entirely on curing the damage from the puddles and not realise impending death was coming up.
2. Second boss scatters a ton of AoE all over the place. This includes those diagonal lasers while still trying to dodge circular AoE around the edges. No Future also dumps a ton of overlapping AoE markers which almost inevitably catches out at least one player and deals a fair amount of damage. The lasers also have a much bigger hitbox than you would anticipate from the size of the glowing orbs. Melee get caught out by this a lot.
3. Another doom mechanic (this one requiring you to restore HP to full) in the final boss as well as high raid-wide damage (Warm Glow).
I've run this dungeon a fair number of times on different jobs, so I've seen it from all three angles. Tank, DPS and heal. It is, in my opinion, the dungeon which catches out the most players on their first playthrough - especially if going in blind. I agree it's far from extreme trial fights, but I do feel it's a bit disingenuous to completely disregard their arguments. Personally, I enjoyed the greater challenge. No worse than the final dungeon of Shadowbringers MSQ overall (can't count how many kept falling off the arena on final boss there!), but I can at least understand their points.
But there ARE gaps in the second boss' red AOEs. They're there, and they're not large, but they're there. Heck, the third boss' Prance attack is far easier to screw up, at least for me.
The most raidlike mechanic in the dungeon is the third boss's prance mechanic, because it starts happening as soon as gnashing fang comes up for me.
Peacekeeper's aoes does seem a bit much. You get hit with missiles right after the aoe spam so if you get hit by an aoe, you're pretty much dead from the missiles. It's really unforgiving for a story dungeon. The other bosses in the dungeon aren't as unforgiving. Peacekeeper really is good at wiping out humanity, eh. You won't see full party wipes to it but it's really good at killing off people for making one mistake.
Last edited by LunarEmerald; 01-03-2022 at 01:01 PM.
This seems to be a trend for quite a number of EW leveling dungeons.Peacekeeper's aoes does seem a bit much. You get hit with missiles right after the aoe spam so if you get hit by an aoe, you're pretty much dead from the missiles. It's really unforgiving for a story dungeon. The other bosses in the dungeon aren't as unforgiving. Peacekeeper really is good at wiping out humanity, eh. You won't see full party wipes to it but it's really good at killing off people for making one mistake.
- Minduruva at Zot.
Misread one of her Alchemy attacks? The next AoE will probably kill you because you'll be out of reach from the safespot and/or your healer isn't vigilant enough to heal you that split second.- Magus Sisters at Zot.
Delta attack, lightning variant. And when Sanduruva is targeting random members with their quickcast line AoE. Get hit by this? Cinduruva will make a quick work of you with the upcoming raidwide Samsara within next 3-5s. If that's not enough, Minduruva will spice things up with those nasty targeted DoTs.- Lugae at Babil.
Their raidwide coloring obscures the targeted laser beam AoE which usually follows up after.- All bosses in Vanaspati.
First boss. Misidentify the safespots? Those double vuln stack will hurt or worse, kill you off.
Elephant head boss. Knocked back into a bubble far away from your melees? Pray that they won't target you with that stack up marker or generic DF pugs won't reach you in time (or usually: reluctant to)
Flying worm boss. Mess up the knockback or color? The comet will probably make a short work of you.- Yeti at Ktisis.
Trying to adjust to the stack up marker? Get hit by the icicle and you will probably murder yourself, or whoever got marked cause missing player. Thankfully this one only needs 2 players.- Hermes at Ktisis.
First few knockbacks? Just a nasty DoT to keep the healers awake. Second half of the boss fight? Get hit by one and you'll probably get hit by the follow ups, which usually scores a kill or leave you just enough to get killed by 1 DoT tick.- Livia at Aitiascope.
Look, Innocence's blades. The second time this happens usually occurs together with the 'hourglass' cleaves. Forgot that the blade rushes back in the 2nd time? Pray you're standing on the safe zone or you're dead, too.
Otherwise, when done correctly they are a snoozefest.
FWIW, Prance is possible -- if annoying -- to do even without seeing the markings. You can just watch where Ra-La starts from; if he jumps to a spot 90 degrees clockwise of the start, the safe one to stand in is 90 degrees counter-clockwise of the start. Then as soon as the first one goes 'poof' (which I think is almost immediately upon his third jump ending, i.e. when he lands in the fourth spot), you just rotate back to where Ra-La started. It's a little finicky on the timing, but entirely doable.
(I admittedly know this only because I forgot to turn off f.lux one night and hadn't realized the gradual tint shift until I was in that boss fight and realized the red shift f.lux had given the monitor made the markings functionally invisible.)
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
Prance, the spots put up little walls like around them.I mean, I'm also visually impaired and i have no trouble running dead ends. People get mad because most of the bosses have instant death mechanics that will most likely catch you off guard the first time you walk in. My best friend is a Perfect Legend healer, and he seemed dead in the water the first time we ran the place, we wiped like 5 times total by the time we had figured out every mechanic in the dungeon.
The only mechanic I legitimately have trouble seeing on the floor is prance. So I have to improvise and hope to only get hit once, save a heal to survive the subsequent AoE and hope for the best.
I'll give it that some of the effects on that Ra-La fight are a pain because of the color palette chosen, but they're not *too* hard to figure out.
i have more issues in P3.
I will just admit I eat a lot of dirt on the second boss. The arena is just very crowded and so there is not a lot of wiggle room when those AoEs are coming out. I've gotten better the more I do it but still end up eating it sometimes.
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