FFXIV Turn 9: Nael Deus Darnus Guide

So, if you’re reading this, it probably means Nael bricked you from entering FCoB. It’s okay, cause we got your back! Turn 9 isn’t as daunting as you might think it is!

Navigation:
[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

Turn 9 Phase 1: Meteors (Stardust)

This phase may seem very chaotic, but dont let it overwhelm you! In reality there are really only FOUR skills in this phase. This phase lasts from pull to Nael reaching 64% HP.

“The best thing you can do for your team in Phase 1 of T9 is to know the rotation”

Chunk 12345
StardustStardustRavensbeakRavensbeakStardust(?)
RavensbeakLunar DynamoStardustStardustDynamo (?)
Dive->ChariotDivebombDouble DivesDive->ChariotDivebomb(?)
ThermionicLAND ON MTLAND ON MTThermionicFORGOT
JUMP TO MTLAND ON MTFORGOT


Ravensbeak
is just like Twintanias Death Sentence. A massive hit which your healers should preempt with shields (Stoneskin, Adloquium). It leaves a debuff on the target which explodes after a time (we call this Beak Poison). This promotes a tank swap strategy (As for this guide we’re going looking at a 2 Tank 2 Healer 4 DPS lineup)

Dive -> Chariot -> Thermionic these three skills always come together. Dive makes Nael go to a random party member, Chariot is a circle AoE that pushes (easily avoided) and Thermionic beam deals shared damage to all partymembers stacked onto the target.

Divebomb (Meteor Stream) chooses 3 random party members and deals significant AoE damage to them, and all those around them. Having a single member eat 2 of these is likely death… therefore spreading out is needed.

If you think of it this way, like mentioned earlier, the phase only has FOUR SKILLS TO LOOK OUT FOR. The very first step to beating this phase consistently is KNOWING THE ROTATION BY HEART. It’s been half a year-ish since I’ve seen the 5th chunk, so let me get back to you on that…

Here are the MAIN PROBLEMS groups face when tackling this phase:

Knowledge of the Phase Rotation (Fixed by studying the above table)
Meteor (Stardust) Placement & Positioning
Unexpected Ravensbeaks Killing MT

Meteor (Stardust) Placement & Positioning

ffxiv turn 9 meteor stardust placements Okay so basically putting 2 meteors close to each other is a wipe. The image on the left is an isometric view of how meteors can be placed. The little triangles on the “rune” mark the ideal meteor placements.

Failsafe 1: If you’re caught unaware by Stardust (SHOULD NOT HAPPEN), and the 2 Ideals next to you have meteors on them (usually happens in the melee pile)… put it on a DESPERATE node (The tips of the tenatacles).

Failsafe 2: If you guys accidentally put a meteor in a critical zone, AND IT DIDN’T BLOW UP, you can still salvage the run… you just have to adjust your GOLEM METEORS in the later phase.

Again, being NOT CAUGHT unaware is your best defense against non-ideal meteor placements. Like I said… KNOWING THE ROTATION BY HEART.

The melee pile (+tanks) have the highest risk of having full ideals. If this is the case, simply have the MT reposition to the nearest tentacle with a free ideal spot.

Ranged guys should use up all ideal nodes opposite of the melee pile first, then the middle nodes.

Desperate nodes aren’t so bad as long as you guys are experienced with the later golem phase (Meteor eating can get a little sketchy if too many meteors are clumped up)… the best situation you want coming out of phase 1 is a good and even spread of meteors.

 Unexpected Ravensbeaks Killing MT

Your tanks should have mitigation up for every beak. If timed correctly (right at the start of beak cast), it mitigates the Beak Poison damage too. But for the most part, healers can remove a chunk of damage from these beaks by casting (primarily) Stoneskin and Adloquium. TIMING is important here, though. Like I said before… knowledge of the rotation!

  • Ravensbeak 1: Begin casting shields 1 or 2s AFTER Stardust castbar.
  • Ravensbeak 2: Begin casting shields after ONE HEAL upon Naels descent.
  • Ravensbeak 3: Begin casting shields after THREE HEALS upon Naels descent.
    (At least this is how I time it in my head, should suffice as a guideline)
  • Use Eye for an Eye each time the tanks swap after beak.
  • Virus can be used (but not on all of them) and Sacred Soil help a ton.

“6 Meteors!?” Means your group DPS is on the low side, and have a REAL DANGER of reaching enrage. Work on gear/rotation when not practicing T9.

At 64% HP, Nael disappears from the arena – and onwards to Phase 2!

Navigation:
[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

Turn 9 Phase 2: Golems, Meteor Barrage, Megaflare

Here are your objectives for this phase:

  1. Land golem meteors safely
  2. Feed existing meteors to golems (with certain RESTRICTIONS)
  3. Kill golems (Leaving no meteor)
  4. Land all 6 Meteor Barrages safely
  5. Land second set of golem meteors safely
  6. Feed remaining meteors to golem set 2.
  7. Kill golems (Leaving no meteor)
  8. Prepare for MEGAFLARE.

Phase 2A: Golems (First Set)

Once Nael flies back into the arena, 3 green colored meteors spawn on random party members. The same rules apply for the previous stardusts! Ideally you want to land them at the center of each circle (conveniently, there are three in the middle of the rune). “Help! We landed a meteor in the critical area during phase 1!” Chill. Use up any empty Desperate or Ideal nodes. make sure to make small adjustments based on misplaced meteors. As time passes, you’ll be experienced enough to land these well.

Three golems spawn (random location). Blue, Green, Red. Tanks pull Red & Green. DPS and/or Healers pull Blue. After a set period of time, the Golems will “Shuffle colors”… which we will call Color Change. Lets talk about the golem skills.

Green Golem Hits like a truck. Upon spawning and upon color change he will do a supercombo of Thunderclap -> Headbutt. Make sure your tanks mitigate this. Demolish is your general AoE spell that also hits hard.

Blue Golem Does almost no damage thru basic attacks. Magnetism attracts all meteors and players to it. This is the first skill he does so positioning Blue Golem in between 2 meteors is the best bet. !!EARTHSHOCK!! is a RAID ENDING skill… it MUST be silenced (preferably by Bard) or else your entire group is paralyzed and will likely die to the following mechanics.

Red Golem is also weak. His PACMAN (skillname) is pretty easy to avoid. but his other skill… we call it THE WORST SKILL IN THE GAME hahaha. Earthen Heart shoots a deadly AoE on the ground which leaves a nasty DoT. It’s unavoidable under some circumstances (multiple yellow meteors eaten) and kills outright sometimes (multiple reds eaten). Althought this shouldn’t be too much of a problem, it can be annoying.

“FEEDING METEORS!?” Yep. Golems must be lead near meteors for them to “eat” them. The best timing to feed them is when they’re nearly dead. Why? Eating a meteor gives golems superpowers!! So by feeding them when they’re really low you avoid the brunt of these effects. Yellow Meteor = Speed Up, Red Meteor = Damage Up. As a general rule of thumb NO METEOR may remain before the next mini-phase.

The best order of killing golems should be Blue > Green > Red. After about a minute these guys HAVE to be done FEEDING and KILLING GOLEMS. If not? well, back to Phase 1 for you.

 

Phase 2B: Meteor Barrage

While there are many strategies used to get past this… we call ours THE PAIN TRAIN. While there are prettier strategies to get past this, Pain Train has the least friction. It’s also very easy to teach newer players in the group. How is it done? Simple!

The Pain Train (a guide)

  • Stack up tightly together. Wait for first meteor sign.
  • On Sprint.
  • Run clockwise (or counter if rebellious)
  • Pray to Nophica (Althyk if rebellious)
  • ???
  • Profit.

I wish there was more to it. During the early days we made complex diagrams on how to get past barrage… but the only diagram we needed was a circular one. Have your healers Swiftcast + MedicaII/Succor after the third meteor. “How do we know if it worked?” If you return to the spawnpoint, or Naels life resets to 100%, Pain Train failed. Step 4 of the Pain Train miniguide should not be ignored. Do some AoE heals after this process stops (6 Meteors) and get ready for the second set of golems!

Phase 2C: Golems (Second Set) -> Megaflare

If you guys can get to this point, killing golems should be your middle name. I need not repeat any instructions regarding this since it’s pretty much a repeat of Phase 2A. The only thing that makes this phase unique is MEGAFLAREAfter GREEN GOLEM dies, Stoneskin every non-tank partymember. Scholar should Succor + Sacred Soil when everyone is stacked on B and MT is on C. Same rules apply: All golems have to be dead, all meteors consumed.

If you’ve survived Megaflare.. you’re about to see Phase 3 of the fight! If things were rough up to this point for you, bust out the Allagan Lubricant – THIS AIN’T NOTHIN’ YET!

Navigation:
[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

Turn 9 Phase 3: Heavensfall, Scourge

Ahh If it’s your first time here, Heavensfall will likely kill you purely by it’s power of over the top visual / audio effects. Or it will kill you because it is a ONE HIT KILL MECHANIC (as it descends). Nael lands on your MT and the aformentioned skill happens a few seconds later. Here are your objectives for this phase:

  1. Survive and position well for Heavensfall 1
  2. Kill the first Scourge (dragon)
  3. Cleanse any Garrote Twists
  4. Survive and position well for Heavensfall 2
  5. (HIGH DPS GROUPS PHASE HERE)(47%)
  6. Kill the second Scourge (dragon)
  7. Cleanse any Garrote Twists
  8. (NORMAL DPS GROUPS PHASE HERE)(47%)
  9. —-On to Final Phase—-
  10. Position for Heavensfall 3 (Preferably Optional from here on)
  11. Die
  12. Point fingers
  13. Harvest a smegma of pride by trying to be the last guy alive
  14. (CHUMPS PHASE HERE)(47%)

Reaching bullet point #10 means a failed run, in case you read that wrong. So let’s discuss what goes on here. Let’s begin with Heavensfall.

Heavensfall has a few effects. Getting caught near the middle will kill you or any pet standing in the immediate vicinity of Heavensfall. There are 3 Heavensfall patterns (yellow floor). We will not be discussing the third. Standing on any yellow lit up floor UPON ITS EXPIRY will result in damage and paralysis (not good).

  • The first pattern (“Hourglass”) is largely ignored with superior positioning. (Hopefully you followed the waymarks we provided)
  • the second patter (“Pizza”) is an alternating pattern that looks like a pizza.(Has 2 supernovas… will discuss this later)
  • The third? hehe.

Garrote / Garrote Twist is a debuff you’ll notice Nael throws out during this phase. The red one can pretty much be ignored (Garrote)… the PURPLE (Garrote Twist) one is a critical mechanic that HAS TO BE DEALT WITH. How? That comes in the next step…

Phase 3b: First Dragon

A dragon spawns randomly in the map. Watch out – he hits like a TRUCK. Pre-emptively shielding the off-tank is a good idea here. Both tanks mitigating when a dragon is present should be standard practice! These guys have a few skills

“Fire Breath” leaves a fire AoE on the ground. Obviously, avoid this.
“Death Sentence” is usually his very first attack once it spawns. Be ready for it!!
Binding Chains is the main mechanic here. If the add stays alive for too long, it will bind 2 random players (they are stunned). If the Binding Chains castbar finished – they die. How to avoid this? Kill them as fast as humanly possible. This would be a great time to use Magic Limit Break, hitting both Nael and Dragon.

Killing dragons cause them to drop “CANDY” which is the only way to cleanse GARROTE TWIST. These candies can expire, so make sure both victims of garrote twist are FAST at picking them up.

The first Garrote Twist should be cleansed ASAP. The second one can wait till after 2nd Heavensfall.

Phase 3c: Heavensfall #2, Possible 2nd Dragon

Heavensfall 2 happens and as advertised earlier: It really does look like a Pizza. Allagan Pizza. With Lasers. There is something new here, though! Supernova.

Supernova is basically a landmine. Nael puts them DIRECTLY ON TOP of 2 random raid members here. GTFO of these black circles. After a few seconds pass, these supernovas will be “armed” and being near one will suck you in, do massive damage, paralyze, and is all around a sucky thing to happen to you. What do we do here? Bait Supernova to hit the edges of the screen. Heavensfall -> Pushback -> (Dont reposition yet) -> Supernova 1-2 -> Reposition. This way, novas are clearly away from the group!

IT IS VERY POSSIBLE TO PHASE NAEL HERE (47%). If not, a repeat of phase 3b happens, which isn’t that bad anyway. If you do NOT phase after second dragon you will likely see Heavensfall 3. Don’t ask.

Navigation:
[Stardust, Ravensbeak][Golems to Megaflare][Heavensfall to Bahamuts Favor][Final Phase]

Turn 9 Phase 4: Ice, Fire, Lightning, Favor/Claw & Divebombs!!!

Well well well! Final phase of turn 9! You’re moving up in the world! It’s time to bust out the Allagan Speculum…

“It don’t matter if ya got 4 or 5 X-Potions, Claw and Divebombs are rough- hope you brought Allagan Lotion!”
-Mahiko MC, Turn 9 Rap.

Once Naels HP reaches 47% HP the final Phase of T9 begins. It’s marked by Nael casting “Bahamuts Fervor” which leads to “Bahamuts Claw” (More on this later) a quick summary of how the final phase goes…

Elements -> Thermionic -> Divebombs (R1) -> Free Phase -> Elements -> Thermionic -> Divebombs (R2) (REPEAT)

There’s really only 4.5 miniphases going on here. Namely: Elements, Thermionic, Divebombs (Rotation 1 and 2) and Free Phase.

Turn 9 Phase 4: Elements

The first thing youll notice are the debuffs Fire and Ice. 

  • Fire randomly targets a raidmember (signified by a red line). The target will explode and give the Fire debuff to all players nearby.
  • Ice targets the entire party 1 by 1, and continually cycles.
  • A player getting hit by fire twice leads to death.
  • A player getting hit by ice twice leads to death.
  • Fire and Ice debuff cancel each other.

While this may seem complicated, there is a popular pattern to handle this almost automatically. The “mantra” is as follows:

First fire out DYNAMO : Second fire in: Fire out CHARIOT : Prepare for thermionic. Again there are some small exceptions to this…
(Dynamo and Chariot are the skills you’re probably familiar with from P1)

  • If you were the target of any Fire out, be careful that you dont have the debuff in the next Fire in. (Happens more often than you think)
  • If you have Ice during any Fire out, CHASE THE FIRE (Not always necessary, but very very safe)

Lastly, after every fire comes a Lightning. Lightning targets a random raidmember. After a few seconds this party member explodes for massive damage and paralyzes all nearby allies. This does not affect the person who was initially targeted by lightning. This is easily solved by having the lightning member move BEHIND Nael, while your party stacks in front.

If no one panics, this subphase is a breeze. Next, thermionic

Turn 9 Final Phase: Thermionic / Supernova

Again some very familiar skills return here. Thermionic Beam from P1 and Supernova from Heavensfall phase. You will be entering this subphase from these previous skills of nael: Fire out CHARIOT -> Lightning.

The initial preparation for this is to have your Fire victim and Lightning victim hug the walls. That keeps the middle SAFE (where you’ll be stacking for thermionic, like P1)

Nael does these skills in order: Supernova, Supernova, Supernova, Thermionic Beam, Bahamuts Claw.

First of all, Sacred Soil in the middle once this pattern begins. Have everyone stay AWAY from the middle. DO NOT move in for thermionic until AFTER the 2nd Supernova. The timing here can be a little tight… right after 2nd Nova, get to middle to stack ASAP. This Thermionic Beam is much more painful that the one from Phase 1.

What kills most groups here is either FAILURE TO STACK QUICKLY ENOUGH, or TANK DYING TO CLAW right after beam. Healers and tanks, keep this in mind – after every thermionic is a claw.

What’s Bahamuts Claw? It’s a direct upgrade to Ravens Beak from P1. It’s a tank-buster that does extreme damage. Be sure to have Virus on, Stoneskin/Adloq, and tanks use a mitigation skill. It gets stronger and stronger each time it happens! Note that you can actually can provoke a few hits off it WHILE it’s happening! So offtank can soak one or two slashes.

Turn 9 Final Phase: Divebombs

Ahhh… the infamous divebomb yet again. As if we haven’t seen enough in t5? Divebombs happen twice each time it comes up in Naels rotation.

  • R1: Divebomb -> Meteor Stream -> Divebomb -> Meteor Stream -> Freephase. OR
  • R2: Divebomb -> Chariot -> Divebomb -> Lunar Dynamo -> Freephase.

For R1: Meteor Stream is the Divebomb from P1. DON’T STICK TO EACH OTHER! and as usual, healer does AoE heals in between Meteor Streams.

For R2: Much easier, avoid chariot as always. Lunar Dynamo might hit the guy who baited divebombs. How to dodge divebombs!?! I’ll be posting about that in the next update but for now Check out this image by Encore FC.

So you’ll be coming into this phase from:
Thermionic > Bahamuts Claw > (Ensure markings are set) > Divebombs > R1/ R2 > Divebombs > R1/R2 > Free Phase

Free Phase is exactly that: Nothing happens here except a Bahamuts Claw. After sometime, the rotation goes back to Elements and repeats until he is dead. The enrage is at 13 minutes: Nael casts megaflare and will instakill your party.

Follow us on Facebook for more FFXIV updates!

Navigation:
[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

FFXIV Ramuh Extreme Mode (The Striking Tree)

How to beat Ramuh EX! Strategy Guide & Loot list! Find out all about thunderstorms, rolling thunder, overcharge and BALLS!

So you’ve gotten to Ramuh Extreme Mode? Don’t be shocked by this electrifying fight! Learn all you need to learn about this encounter – so you can beat up old men – get those i100 rings! This fight isn’t very confusing mechanics wise – It’s all in the Execution, or Electrocution! Defeat the Lord of Levin EXTREME in no time with our strategy guide!

“Those balls are mine! Don’t touch them!” – Common Ramuh party chat

Ramuh EX Mechanics

Ramuh EX has alot of mechanics that persist throughout the whole fight. Don’t be a chump and take these to heart!

Thunderstorm – is basically like Weight of The Land (Plumes). Except they FOLLOW whoever was chosen to get hit by it. There are also “Neutral” thunders that just stay on the ground wherever they spawned. The more BALLS present in the map, the more painful Thunderstorm gets. Do not stay in the water when Thunderstorm hits (or you die). Like plumes, Thunderstorm may hit you multiple times. Thunderstorm also has the benefit of removing Chaos. Speaking of Chaos…

Chaotic Strike – chooses 2 random party members. This happens after every other Thunderstorm. This is marked by a cross-hair. After a short delay, these guys will be “stunned” (Charmed). And start walking towards Ramuh. This is bad, because the next PBAoE attack Ramuh does will INSTANTLY KILL any charmed players. As mentioned earlier a Thunderstorm hit removes the “Charmed” status. (For initial position, see diagram below)

Strategy for Chaotic / Thunder: Use a waymark right behind Ramuh to signify WHERE CHAOTIC affected guys stack. From here we use a numbering system to “save” them. usually from 1-4.

  • If a Black Mage is around usually they are 1. Why? to minimize movement. They stay on the stacking waymark always.
  • Bard & Summoner make the second best savers because they don’t lose much DPS by moving.
  • Healers are the next choice. But they should be lower in the list, since they need to heal.
  • Melee DPS probably make the worst savers.
  • Of course, move out of venn diagrams and unnecessary thunders.

When “saving” people from chaos – do not create a Venn Diagram of Clusterf*ckery. There is alot of space to spread out Thunder from hitting one another.

In his mind, he is the Venn Diagram. It’s him. – Mahiko “Charles Barkley” San.

The “Balls” – after each thunderstorm, balls spawn on the ground. Picking up 1 or 2 balls does nothing. Picking up 3 gives you a buff that protects you from Ramuhs “Cleave”. If you do not have this buff you will die. This is basically a tank-swap mechanic. Picking up a fourth ball results in “Overcharge”. You will still be protected but take significantly reduced healing. Overcharge can have 3 stacks. 3 Stacks means you will get little to no healing. Ideally you will never overcharge, but practically, you will need to OC on every phase change. Random balls lying around will increase damage of Thunderstorm significantly. It should go something like this

Thunderstorm > OT picks up  3 > Provoke > Thunderstorm > Random ball “cleanup” > Repeat. a good reminder is around 20s left on immunity – find them balls, son.

 

Ramuh EX Phase 2: Adds

Six adds spawn in a circle around Ramuh. They don’t really have any remarkable attacks. However, they must be killed before Judgment Bolt is cast. Or else, you guessed it, it’s a wipe.

All of the previous mechanics are still happening in this phase. The largest problem most groups have during this phase is position. People getting cleaved, Chaotic Stack too far… stuff like this. So we decided – “Why not have the position remain the ‘same’…?”

ffxiv ramuh extreme mode chaotic strike thunderstorm safezone phase 2

Key: Red Square (Adds), Blue Circle (Chaotic Stack), Paladin Shield (Tank).

SO WHAT DOES THIS DIAGRAM MEAN? The best way to deal with this phase is to “shift” your whole teams position as each add dies. It’s practical because whatever your position in P1 was, it’s the same starting position for P2. Here’s the rundown of what needs to happen:

  • Position only shifts after each add dies.
  • Waymark should be moved (preferably).
  • Otherwise, “Chaotic Stack” is always to be between Ramuh and an Add.
  • Tank should always be looking at an add (positional reminder)

Upon entering P2, the current tank should overcharge to prevent random BS.

This way people always know where to go for Chaotic, DPS wont be randomly cleaved and killed, and tanks wont bother the whole process of killing adds and saving people. Before this phase ends (Judgment Bolt is cast) make sure there arent too many random balls lying around.

Ramuh EX Phase 3: Rolling Thunder

Again to prevent BS, you may have the current MT overcharge. All of Phase 1’s mechanics still persist into the final phase The only addition is…

Rolling Thunder: Creates a tether between two people. If either of these two people do any action, they take damage. The more actions you take, the more shocking the damage gets. Picking up 3 balls removes the tether.

Basically, instead of the  “ball cleanup” phase – it becomes a “Rolling Thunder removal” phase. Here are some reminders regarding Rolling Thunder:

  • A person afflicted by Chaotic Strike may be tethered.
  • DPS should STOP COMPLETELY until tethers are broken.
  • Healer should only use LARGE HEALS when absolutely NECESSARY.
  • Be smart about who should clean the tether…
    • OT>DPS>Healer

OFFTANK should have tether cleaning priority since they need the insulation anyway. DPS should be next in line not to bother healing. Healers should stay still (unless tethered to each other). Healers who aren’t tethered should put up shields/regen on those who are, to be safe.

Nothing much else happens in P3. The adds spawn again but they cannot be targetted. They only do random lightning lasers which should be avoided!

 

Ramuh EX loot list

Ramuh drops i100 rings and i100 weapons. A ring drops every time, but the weapon is quite rare.

Ramuh EXRingWeapon
TankJudgment Ring of FendingThunderstrike (PLD)
Thunderstorm (WAR)
HealerJudgment Ring of HealingAdjudicators Gavel (WHM)
The Law of Levin (SCH)
MeleeJudgment Ring of SlayingThundercrack (MNK)
Thunderbolt (DRG)
CasterJudgment Ring of CastingAdjudicators Staff (BLM)
Ona Ramuhda (SMN)
BardJudgment Ring of AimingThunderdart (BRD)

Again, this is our in-house strategy, and what we used in our first kill. If you have any suggestions or something to say – hit the comments below!

Follow us on Facebook for more FFXIV updates!

FFXIV Syrcus Tower (ST,CT2) Loot List & Boss Guide

Syrcus Tower Loot List by class and by boss! A short Guide on each boss so you won’t be a chump in front of 24 people.

You’re in Syrcus Tower, ey? If you’re here, you’re probably here for one of two things:
Syrcus Tower Loot Lists | Syrcus Tower Boss Guides

Syrcus Tower Loot List By Boss

Scylla (1)Glasya Labolas (2)Amon (3)Xande (4)
TankTank Hands
Tank Belt
Tank Boots
Tank BodyTank Head
Tank Legs
HealerHealer Hand
Healer Belt
Healer BootHealer Body
Healer Head
Healer Legs
CasterCaster BootCaster Hand
Caster Belt
Caster Head
Caster Legs
Caster Body
MNKMNK Hand
MNK Belt
MNK BootMNK Head
MNK Legs
MNK Body
DRGDRG BootDRG Hand
DRG Belt
DRG Head
DRG Legs
DRG Body
BRDBard BootBRD Belt
BRD Hand
BRD BodyBRD Head
BRD Legs
MiscOil of Time
Unidentified Allagan Tomestone

Final Boss has a chance to spawn a fourth chest which can drop:
Throne Gem | Wind-up Onion Knight < These items do not count towards the 1 item weekly limit.

Syrcus Tower Loot List By Class

HeadBodyHandsBeltLegsBoot
Tank431142
Healer431142
Caster342231
MNK341132
DRG342231
BRD432241

The number respresents the boss. 1 = Scylla, 2 = Glasya Labolas, 3 = Amon, 4 = Xande. Links to be added.

Scylla (Boss 1)

Phase 1: Spawns orbs that follow random people. There are light pillars (3) which mark the spots where you can break the tether. These “generators” light up and gain an elemental charge for each type of orb it abosrbs.

  • Fire (RED): Does single target damage and MELTS ICE.
  • Ice (GREEN): Freezes a guy. Use fire to melt
  • Lightning (GREEN): Small AoE damage.

Melting frozen guys is key here. Having people stunned sucks – obviously. It also leaves a water pool on the ground which gives a huge fire defense buff for Ancient Flare. If you dont have a pool to stand on don’t worry – it’s not THAT strong.

Eldering Staff is a rodlike add doesn’t seem to have aggro. Just kill them. They periodicaly do a ring AoE.

So you have a few goals for the first phase. Make sure each generator has 1 of each elemental charge. Else, “Daybreak” will stun EVERYONE for like 30 seconds.

For the remainder of the fight (Phase 2), some random adds spawn which aren’t notable. Just keep melting frozen guys, and it should be smooth sailing. Otherwise the fight is just a rinse/repeat of Phase 2.

 

Glasya Labolas (Boss 2)

The #1 rule of CT applies to this guy most: Dodge the colorful AoE. This guy’s pretty funny…. he charges a massive attack that does chumpy damage. Then he does it again and kills you… how to prevent this?

The robots – make them block the lasers that give him power. Note that sometime during this charging process, if this whole robot laser blocking ordeal is done properly, Teleporters to other platforms light up. Fight and preferably kill the Spanner Rooks in these platforms – when they do their skill just jump to the next platform.

Once you can go back to the main platform, do so. The rest of the fight is pretty much brainless.

Amon (Boss 3)

Orb following you? Will shrink you if you get hit. You can land it on the add “Kumkum” to make them smaller.

Experiment slimes? Should be killed before reaching the boss. (AoE damage otherwise)

You turned into a frog? Just deal with it, lol. You can continue to do damage while in this form.

Curtain Call is just like Behemoths Meteor. Hide behind iced players! Overall, nothing that special with Amons Mechanics.

There will be a smattering of Adds that spawn, just kill them. As far as I know only Kumkum can be shrunk.

Xande (Boss 4)

Yellow circles will spawn on the ground – step on them to activate it. ALL of the yellow circles must have at least 1 person in it.

at 70% and 30%, Xande goes away from the stage and a mini DPS check begins. B Alliance (usuall) kills middle orb while A & C kill the side objectives. These side objectives attract a meteor. I’ve never seen it fall but I assume it’s not good. Once the sides are clean A & C can help the middle.

The blue circle that appears on a random player IS NOT DANGEROUS. It spawns a tornado that everyone should stand on to avoid getting killed by Quaga. If you’re in the main tanks Alliance, it would be nice to go to him and drop the levitation circle there.

Navigation:
Syrcus Tower Loot Lists | Syrcus Tower Boss Guides

That’s about it for Syrcus Tower! I decided to go for a TL;DR approach for the boss guides since they’re not so complex. Have fun getting your loot!

Follow us on Facebook for more FFXIV updates!

FFXIV Patch 2.3 Changelog, Patchnotes and Information

What’s new coming in FFXIV Patch 2.3? A more human-friendly version of the patchnotes & Changelog of 2.3!

ffxiv-2-3-patch-notes-changelog-information

Patch 2.3 in FFXIV is comin up, and it’s a big one!!! Here’s our version of the 2.3 Patchnotes, with a more “human friendly” changelog, haha. This guide has 2 major chunks, 1 – Starting quest locations and what they’re for and 2 – Our notes.

Navigation: 2.3 Starting Quest List | 2.3 Patchnotes

The Great Divide
(Leads up to Ramuh)
Disciple of War or Magic level 50
The Rising Stones (X: 6 Y:5)
NPC: Minfilia
Players must first complete the main scenario quest “Through the Maelstrom.”
Syrcus Tower
(CT 2)
Disciple of War or Magic level 50
Mor Dhona (X:30 Y:12)
NPC: Rammbroes
Players must first complete the quest “For Prosperity.”
The Business of Betrothal
(Hildibrand continuation)
Disciple of War or Magic level 50
Western Thanalan (X:13 Y:14)
NPC: Ellie
Players must first complete the quest “The Three Collectors.”
Of Errant Epistles
(Delivery Moogle)
Disciple of War or Magic level 50
Mor Dhona (X:30 Y:13)
NPC: Klynthota
Players must first complete the main scenario quest “The Ultimate Weapon.”
Sing Me Another Song
(ScoB Brutal)
Disciple of War or Magic level 50
Mor Dhona (X:21 Y:8)
NPC: Alys
Players must first complete the quest “The Ultimate Ballad” and have completed the Second Coil of Bahamut – Turn 4.
Simply to Dye For
(AF Dyeing)
Level 1
Mor Dhona (X:21 Y:8)
NPC: Alys
Players must first complete the level 50 job quest for a Disciple of War or Magic, and also have completed the quest “Color Your World.”
Bird in Hand
(Chocobo Raising)
Level 30
Central Shroud (X:20 Y:21)
NPC: Luquelot
Players must first complete the quest “My Feisty Little Chocobo” and also belong to a free company which owns an estate.
Gone to Pieces
(Desynthesis)
Disciple of the Hand level 30
Ul’dah – Steps of Thal (X:4 Y:10)
NPC: Syntgoht
Players must first complete the quest “Life, Materia, and Everything.”
Magiteknichal Difficulties
(Mount emotes?)
Disciple of War or Magic level 50
Mor Dhona (X:21 Y:7)
NPC: Slafborn
Players must first complete the main scenario quest “The Ultimate Weapon,” and have also acquired a magitek mount.
The Greatest Story Never Told
(Winebaud’s Riddles)
(New type of Puzzle Quest)
Level 1
Western Thanalan (X:18 Y:17)
NPC: Valiant Hart
Players must first complete the main scenario quest “The Ultimate Weapon.”
DUNGEONUNLOCKS
King of the Hull
(Hullbreaker)
Disciple of War or Magic level 50
Mor Dhona (X:22 Y:8)
NPC: Bloezoeng
Players must first complete the main scenario quest “The Ultimate Weapon.”
Corpse Groom
(Tamtara Hard)
Disciple of War or Magic level 50
Ul’dah – Steps of Nald (X:12 Y:8)
NPC: Paiyo Reiyo
Players must first complete the main scenario quest “The Ultimate Weapon.”
Blood for Stone
(Stone Vigil Hard)
Disciple of War or Magic level 50
Mor Dhona (X:21 Y:8)
NPC: Faillicie
Players must first complete the main scenario quest “The Ultimate Weapon.”
Like Civilized Men and Women
(Frontlines)
Disciple of War or Magic level 50
YOUR GC BASE
Players must first complete the quest “A Pup No Longer” for any of the three Grand Companies.
Let the Hunt Begin
(Hunting & Marks)
Disciple of War or Magic level 50
YOUR GC BASE
Players must first attain the rank of Second Storm Lieutenant.
The Greatest Story Never Told
(Winebaud’s Riddles)
(New type of Puzzle Quest)
Level 1
Western Thanalan (X:18 Y:17)
NPC: Valiant Hart
Players must first complete the main scenario quest “The Ultimate Weapon.”

 

Navigation2.3 Starting Quest List | 2.3 Patchnotes

New Primal Battle: Ramuh (The Striking Tree)

Just like Levi, there is a Hard (story version, pretty much) and Extreme (LOOTS!). EX required ilvl 85+.

Ramuh, the Lord of Levin finally makes an appearance in 2.3!
Drops: ilvl 100 Weapons and ilvl100 Ring.

Completion of new story quests is required to fight Ramuh!

Second Coil of Bahamut: Brutal / Type Zero

A new version of each boss in SCoB, which are supposedly extremely difficult. There are no loot rewards, but there are titles gained from each boss killed. (Lockout is shared with normal coil). The only real requirement to undertaking these turns is completing ScoB Turn 4 (Turn 9).

Boss (Turn #) : Title

Rafflesia (Turn 6): Rafflesias Reaper
Melusine (Turn 7): Melusine Mauler
The Avatar (Turn 8): The Avatar
Nael (Turn 9): Domitor

Yes, the turn 8 title isn’t a typo.

The Hunt has been added!

There are no quest requirements to begin hunting – they’re only there for tutorials!

There are two types of hunts. Elite Marks which reset weekly, and Normal Marks which reset daily. Mark Bills are found on a new job board in each Grand Company headquarters.

Completing Marks give you special currency that you can exchange for the following: (Major rewards listed)

  • Sand of time
  • Oil of time
  • Alexandrite
  • Minions
  • Special Weapons
  • Special Armor

Regular Marks are different per player, Elite Marks are shared by everybody.

3 New Dungeons!

Hullbreaker Isle – Starting Quest from Mor Dhona “King of the Hull“.

Tam-tara Deepcroft (Hard) – Starting Quest from Ul’dah, Steps of Nald “Corpse Groom“.

Stone Vigil (Hard) – Starting Quest from Mor Dhona “Blood for Stone“.

Each dungeon has a requirement of at least item level 70 – rewards are currently unknown.

Syrcus Tower or “CT 2”

The second level of Crystal Tower has been added, rewarding iLvl 100 armor pieces in all left side slots!

The same weekly item limit applies to this floor too, sadly. Characters may only loot 1 Item per week. The final boss of CT2 may spawn a fourth chest (not 100%). The item inside DOES NOT follow the 1 item per week rule.

Frontlines PvP

A new form of group PvP has been added to FFXIV!! Players are able to go up against each other in Grand Company vs Grand Company fashion.

The only requirement is being level 50, and finishing the quest “Like Civilived Men and Women” from your GC HQ.

Crafting Updates & Desynthesis

A higher level weapon is available for crafters. They seem to be upgraded versions of the original blue weapons. New mastercraft recipes are available.

More powerful right side accessories can now be crafted. Naturally we will be updating our crafting gear guides to account for this.

Desynthesis… the details arent really fleshed out on this. AFAIK you can desynthesize anything if you have the crafter level for it. There is also a Desynthesis Level. All 8 crafting classes “share” a Desynthesis EXP pool. You cannot max all of them. You will usually get Shards/Crystals/Clusters and relevant crafting materials as you desynthesize. However, there are special rewards that can only be obtained thru desynthesis.

Apparently, gatherers can also desynthesize.

Gathering Updates & Treasure Hunts

New nodes have been added and new items. Not so sure if they’re unspoiled, normal or both. Will be updating. In both good and bad news, GP CAP is increased with ilvl 55+ accesories.

There is now a Tier 2 treasure map. “Unhidden Leather Map” can be obtained in chest rewards from completing other treasure maps. Required level 50, and item level 70 is recommended for undertaking these challenges.

Timeworn Toadskin Maps now drop “Rush Grass”.

Chocobo Raising (NOT RACING)

After completing the quest “A Bird in Hand” (Central Shroud), and are part of an FC with a house – you can become a Chocobo Raiser! You can raise your chocobo level above 10 by using a Thavnarian Onion. (Ain’t nobody got times fo that!)

You can also give them food to increase their stats while fighting. (…yey)

Personal Chambers

You can have your own little room in your FC house! Only players with in FC House may have private quarters. (Note: Ward 6 has been added in all housing regions). It costs 300,000 gil. A current limit of 50 furnishings can be placed.

Class Changes

  • TL;DR – BLM’s do more single target damage.
  • Defiance and Oaths dont drop from tanks when dying.
  • WHM’s PoM is now a lot better.
  • SMN Bio II cost reduced, Aerial Slash is instant now!
  • ALL CC in PvP reduced considerably.

Miscellaneous

The Greatest Story Never Told – (Central Thanalan) is a new type of quest that supposedly gives no clues to the player.

AF1 Armor dyeable: Your old armor can now be dyed! Complete the quest “Simply to Dye For” in Mor Dhona. Then it requires an item we’re not quite sure on how to get (yet).

Chocobo respec: You can reallocate your chocobo skills using Raegan Pepper from your GC. It costs a whopping 48k marks.

Company Action costs reduced: A healthy reduction to most company actions. This is a welcome change indeed!

Reduced GC switching time limit: from 30 to 15 days.

Gardening: Gysahl Greens / Krakka Root / Thavnairian Onion / Curiel Root / Sylkis Bud / Mimett Gourd / Tantalplant / Pahsana Fruit / Onion Prince / Eggplant Knight / Garlic Jester / King Tomato / Mandragora Queen / Pear Roselle can now be obtained from gardening.

What do these guys do? who knows. And a very strange line in the update: Certain seeds obtained from intercrossing have been changed.

OFFICIAL 2.3 PATCHNOTEShttp://eu.finalfantasyxiv.com/lodestone/topics/detail/1b12a119f8bcda2698811c441c0982e8d9d7cd95

Navigation2.3 Starting Quest List | 2.3 Patchnotes

Well I think that’s about it! If you have anything to add, or we missed something let us know! As always, like us on Facebook for updates!