I said a while back it was sort of neat how the whole setup of ffxiv data centres had come full circle. It’s a fantastic counterpoint.
Having played through all the dungeons now, well, you have to save tonberries. That makes the previous pair of dungeons worthy.
As in every set of dungeons, there are losers and winners amidst the directors, good points and bad ones. Even the dungeons as a whole are extremely reluctant to let you perform considerably speeding through, together with pulls being fairly aggressively gated. So let’s talk mechanisms, let’s talk atmosphere, and let us carefully coach you through the process of kicking the crap from your final expert roulette competitions.
Once more, the new dungeon is linked to the narrative, although you do not have to do a great deal of heavy lifting for this part. There are major storyline revelations to be had, mostly in the ending cutscene; you most likely already know who the final boss is, however, just to be on the safe side I am blanking out the name.
Einhander: Today there’s a mention I would not have expected to see. (Could we get a digital PSN release on this one, while I am on it?)
Anyhow, Einhander’s many AoEs aren’t hard to prevent; the big thing to worry yourself over are the gas pods being dropped to the arena. When struck by one of the attacks, they explode. Auxiliary tanks produce a small explosion around them, principal tanks hit everything on the arena, and of course the explosions of tanks will set off other tanks.
The trick, then, is to get the tank take him near the edge and have ranged characters stand in a straight line away from any of the primary tanks. Assessing things away as needed. His AoEs always aim players, not tanks, so if it’s possible to ensure your ranged characters are not near something harmful ffxiv data center split or onto a straight line between the boss and also those huge tanks, he is fairly straightforward. The boat will occasionally crosshair a person, fly into a random spot, then fly in a straight line to (and beyond, if necessary) that person to create a line of fiery puddles. They hurt. Stay out of these, and if you’re targeted, attempt to aim the boss so it covers as small of the stadium as possible. Keep cool and it is not too challenging; even in the event that you get clipped by passion, a reasonably competent healer can recuperate.
The last ascent: Worth noting is that the arbitrary gunship artillery strikes may be employed to damage the enemies you’re fighting. If you’re so inclined, scoop all of’em up and cluster in hopes of allowing Garlemald do the majority of your job.
Final Boss: Despite the thematic thrust, the final boss isn’t your target for the majority of the battle. He is there, but the majority of the time you’re going to be beating on the two satellite dragons he resurrects. Dodging numerous AoEs. It’s insane.
Apart from”dodge like crazy” (both dragons possess the customary dragon tricks, and the boss will lay out several AoEs of his own), there are two big things to watch. First, positioning. The very first dragon resurrected requires ffxiv world status less damage if close to the boss; the second requires less harm if far from the supervisor. Second, periodically among Einhander’s little satellite birds will show up carrying a shield device. Kill the add, click the shield apparatus, and stand at the shield to prevent a huge AoE which will kill you otherwise (shades of Halatali [Hard] there). It is a slow fight, but not a bad one.