Difference between revisions of "Containment Bay Z1T9 (Extreme)"

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Revision as of 18:47, 17 September 2018

Template:Dungeon Infobox

See also: Containment Bay Z1T9

Unlock

Rotations

1. First Phase

  • (boss does auto attack cleaves all the time. Should always be facing away from party members)
  • East Platform falls + Red Circle AoE's: Bait melee fire circles together at right side of South platform and then move away.
  • North Platform falls
  • West Platform falls + Red Circle AoE's: Bait again.

2. Second Phase

  • Soar (skipped at 75%): see below
  • Ice pad Spawns under the boss. You can't move through the boss.
  • Biting Halberd: needs to be directly behind the boss (Edit: Biting Halberd is used right after THIRD Cleave attacks. Like, Ice pad spawns -> cleave x3 -> Biting Halberd)
  • Southern Cross: Stack at the butt to bait and then move out.
  • Biting Halberd/Ciclicle/Tail End: Randomly selected (skipped at 59%)

3. Adds Phase

ADDS:

Execrated Will = Should be tanked by a tank. Does high damage attack, which always crit, on its target and gain damage up buff every 10 sec. Use of Awareness helps mitigating damage especially when a single tank is getting both Wills in wave 2.

Execrated Thew = Small add. Should also be tanked by a tank. Nothing special.

Execrated Wile = doesn't need to be tanked. Should face away from it when Meracydian Fear is cast.

Execrated Wit = Doesn't need to be tanked. Should kill it before Meracydian Meteor casting is done.

  • Will x1 (North) + Thew (North): just AoE down
  • Will x2 (West) + Wile x1 (South) + Wit x1 (East): Each tank grab 1 Will at West. All DPS classes kill Wile first. Should face away from South to avoid Fear. Bring two Wills to South and AoE them down once Wit is dead.
  • Will x1 (South) + Thew x3 (East) + Wit (West) + Wile (North): One tank grabs Will and the other tank grabs 3 Thews while DPS classes burn Wit. Should face away from North to avoid as well. Bring all the adds to North and AoE them down once Wit is dead.
  • Zurvan's Ult

4. Final Phase Part I

  • Tethers appear: 2 pairs of Infinite Fire and 2 pairs of Infinite Ice come out. Tethered pair should be close enough to each other to avoid DoT damage (about 10k dmg each tick). (similar to T11 tethers)
  • Wave Cannon: Randomly selects a non-MT player and does damage with Bleeding debuff. Everyone else should be away from its target, but make sure target's partner is in safe distance of tether.
  • Tyrfing: Attacks Main Tank 5 times with spear and does fire damage at the end. High Damages and cooldowns are needed as necessary.
  • Southern Cross: Stack under the boss and move out. Make sure tethered partner is going to the same direction or it's going to kill both players. Call out where you're going to!
  • Broken Seal: Spawns 4 fire meteors and 4 ice meteors. 4 players with Infinite Ice go into 4 Ice meteor circles while 4 Infinite Fire goes into 4 Fire meteor circles. (Match your color) Since players are tethered, tethered pair should always be close to each other. Call out! There are three patterns that randomly spawn: please check here.
  • Biting Halberd/Ciclicle/Tail End:

IF blue/red circles at EDGE: Ciclicle(IN)

IF blue/red circles at CENTER: Tail End(OUT)

IF DIAMOND shapes x2: Biting Halberd(Butt)

<basically repeating again from here>

  • New tethers appear: find a new partner and hug each other.
  • Wave Cannon: targets a random non-MT player. Away from its target.
  • Tyrfing(hits 6 times and fire damage)
  • Southern Cross
  • Broken Seal

<repeating ends here>

  • Biting Halberd/Ciclicle/Tail End:

5. Final Phase Part II

  • Soar: see below
  • The Demon's Claw: Does High Damage and Stuns MT while putting Magical Vulnerability up. OT vokes the boss off MT. MT will also get knocked back. Make sure position yourself at the center so MT doesn't get knocked back into the fiery wall.
  • Wave Cannon: targets MT (not sure if it targets OT if he/she vokes during Demon's claw or MT still gets targeted by it) and shows huge AoE box that arrows indicate into the AoE. Seems like People stack in the box to soak the damage together. However, my group just killed MT and had OT voking the boss after.

<basically repeating again from here>

  • New tethers appear: find a new partner
  • Wave Cannon: targets a random non-MT player. Away from its target.
  • Tyrfing(hits 7 times and fire damage)
  • Southern Cross
  • Broken Seal

<repeating ends here>

  • Biting Halberd
  • The Demon's Claw
  • Wave Cannon
  • New tethers appear
  • Wave Cannon
  • ... Probably repeating... You wanna kill the boss now.

Mechanics

Soar

When Boss casts Soar, he shows 3 rectangle AoE's toward the edge of the arena. After Rectangle AoE, the boss disappears and spawn 3 mirages at the edge where the three rectangle AoE were targeting at. Then, 6 red unavoidable circle AoE(size of shadowflare or a little bit bigger) spawn on 6 randomly selected players. When 6 AoE's explode, three Divebombs of mirages happen at the same time, so should be away from mirage's divebomb range AND avoid clipping each other with red AoE circle. After the damage, one random player is targeted with a Stacking AoE marker(Thordan's Dragon's Rage AoE with 4 arrows indicating inside) while a random healer is targeted with a small red marker. Most of players should get into the Stacking AoE to soak the damage together, and the healer with a small red marker should be away from anyone around to avoid additional damage.

  • Save LB3 for healer LB so your healer can always raise everyone after the mechanic. If no death or a few deaths, Melee LB after the mechanic.
  • Divebomb Damage does a lot more damage than red Circle AoE AND also leaves Vulnerability up debuff to a player who gets hit. If there's no choice, I think clipping AoE is better than getting hit by mirage's divebombs.
  • Just TANK LB during Soar helps a lot! (for soar in the last phase)
  • Zurvan never Targets HEALERS with red AoE circles. IT means, it always targets 2 tanks and 4 DPS. Because of this, It's safe for healers to stack with any other players for this mechanic.
  • BUT, If a DPS or Tank is dead, a healer will be marked with the red AoE circle. likewise, if a healer dies, a dps will be marked with a small red marker, and therefore should not be in the stacking marker with the group. Check if you have the small red marker if a healer dies, as failing to notice it will usually result in a wipe.
  • For Diagram, check out: http://imgur.com/a/gXrfO

Broken Seal

  • check this out for 3 different patterns: http://imgur.com/a/JBAJs
  • If there are more than 2 deaths before this mechanic, expect wipe :c
  • Communication is KEY. Say where you're going to!
  • After Southern Cross, position yourself either Right Flank or Left Flank of the boss. Have 1 red and 1 blue pairs on each side so you can simply go to the closest meteor circles. But Still, Calling out is the best strat.

IF blue/red circles at EDGE: followed by Ciclicle(IN)

IF blue/red circles at CENTER: followed by Tail End(OUT)

IF DIAMOND shapes x2: followed by Biting Halberd(Butt) -> Remember you CAN just walk through the boss.

Demon Claw

  • After Soar ends(in final phase part II), MT pulls the boss to the edge, and get knocked back to the other side.
  • All other players get into the ranged AoE to save their MT.
  • IF there's DARK KNIGHT, pull the boss to the edge of the arena and pop Living Dead right before Demon Claw and You'll be knocked back to the opposite side of arena. After a few seconds, Boss will target MT with Wave Cannon. Everyone stay away from it and Dark Knight will be killed and gain Walking Dead Status. Heal Dark Knight as necessary and everything's done!
  • Check this out for image: http://imgur.com/a/Vn7uB
    • PLD'sHallowed Ground also works just like Dark Knight's LD. Time it correctly; use it right before demon claw casting is done. Make sure you are not knocked back into the dirty wall or it's still going to kill you.
    • Hugging Wall still kills you even in hallowed ground/holmgang/walking dead status.

Strategy

Southern Cross

  • Stack at the butt.
  • MT moves to the RIGHT(counter-clockwise), or just walk across the boss to be less risky with tether.
  • Party moves to the LEFT(clockwise)
  • If you're tethered with MT, move RIGHT(180 degree, so you don't get hit by tank cleaves)

Wave Cannon

  • Go to LEFT/RIGHT FLANK of the boss (assign one)
  • Rest of party can have RIGHT/LEFT Flank(opposite flank of wave cannon) and Rear.

Broken Seal

  • 1 Red + 1 Blue on each Flank of the boss. Position yourself once Ice puddles disappear.
  • Never stay close to the other pair of same colored tethers.
  • If there's no matching circles on your side, go to opposite side of the other same-color tethered pair.

Soar

Strat 1:

  • MT North, OT South, 2 DPS East, 2 DPS West, Healers stack with any tank/DPS
  • Look out which pattern of soar (you have bunch of time to look out. memorize where soar AoEs are at)
  • IF Evenly spread, there are 6 safe spots. go to the closest flank of a mirage
  • IF 2 Mirages together, there are 2 large safe spots. position yourself not to clip each other with red AoE.

Strat 2:

  • Just Tank LB this shit before mechanic or Healer LB3 after mechanic.
  • You may get clipped by NO MORE THAN TWO AoE's. Just AVOID the Divebombs

Loot

Weapons

Item Icon Level Item Level Requirement Damage (Type) Delay Auto Attack Materia Slots Stats and Attributes
Zurvanite Axe Zurvanite axe icon1.png 60 265 MRD WAR 83 (Physical) 3.36 92.96 2 Strength +175, Vitality +196, Critical Hit Rate +136, Determination +91
Zurvanite Blade Zurvanite blade icon1.png 60 265 GLA PLD 83 (Physical) 2.24 61.97 2 Strength +125, Vitality +140, Parry +68, Skill Speed +97
Zurvanite Bow Zurvanite bow icon1.png 60 265 ARC BRD 75 (Physical) 3.04 76.00 2 Dexterity +175, Vitality +196, Critical Hit Rate +95, Skill Speed +136
Zurvanite Cane Zurvanite cane icon1.png 60 265 CNJ WHM 113 (Magical) 3.44 95.17 2 Vitality +176, Mind +175, Determination +130, Spell Speed +95
Zurvanite Edge Zurvanite edge icon1.png 60 265 DRK 83 (Physical) 2.96 81.89 2 Strength +175, Vitality +196, Determination +130, Skill Speed +95
Zurvanite Fire Zurvanite fire icon1.png 60 265 MCH 75 (Physical) 2.64 66.00 2 Dexterity +175, Vitality +196, Critical Hit Rate +95, Determination +130
Zurvanite Fists Zurvanite fists icon1.png 60 265 PGL MNK 83 (Physical) 2.56 70.82 2 Strength +175, Vitality +196, Determination +91, Skill Speed +136
Zurvanite Pike Zurvanite pike icon1.png 60 265 LNC DRG 83 (Physical) 2.80 77.46 2 Strength +175, Vitality +196, Critical Hit Rate +95, Skill Speed +136
Zurvanite Points Zurvanite points icon1.png 60 265 ROG NIN 83 (Physical) 2.56 70.82 2 Dexterity +175, Vitality +196, Critical Hit Rate +95, Determination +130
Zurvanite Pole Zurvanite pole icon1.png 60 265 THM BLM 113 (Magical) 3.28 90.74 2 Vitality +176, Intelligence +175, Critical Hit Rate +136, Spell Speed +95
Zurvanite Song Zurvanite song icon1.png 60 265 SCH 113 (Magical) 3.12 86.32 2 Vitality +176, Mind +175, Critical Hit Rate +95, Spell Speed +136
Zurvanite Star Zurvanite star icon1.png 60 265 AST 113 (Magical) 3.20 88.53 2 Vitality +176, Mind +175, Critical Hit Rate +136, Determination +91
Zurvanite Word Zurvanite word icon1.png 60 265 ACN SMN 113 (Magical) 3.12 86.32 2 Vitality +176, Intelligence +175, Determination +130, Spell Speed +95

Shield

Item Icon Level Item Level Requirement Slot Block Strength Block Rate Materia Slots Stats and Attributes
Zurvanite Shield Zurvanite shield icon1.png 60 265 GLA, PLD Shield 411 411 0 Strength +50, Vitality +56, Critical Hit Rate +39, Determination +26

Lore

You hold a tomestone recovered from the research facility of Azys Lla. According to Unukalhai, this recording device contains the data required to generate a simulacrum of Zurvan at the peak of his original, unmitigated power─the final trial of a program designed to test the mightiest of Allag's elite champions. If you would subject yourself to the dangers of this ancient challenge, you need only approach the verification node and stretch forth your hand...

Images

Zurvan1.jpg Zurvan3.jpg 400px