Difference between revisions of "Bardam's Mettle"

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(→‎Yol: notes from memory, pretty sure I'm missing a few things)
(→‎Bosses: Updated for clarity, brevity, and added some more information for Bardam. Also added in all the abilities for Yol.)
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==Bosses==
==Bosses==
{{#ev:youtube|yNgyWqajeHA|400|right|Bardam's Mettle Dungeon Guide}}
===Galura===
===Galura===


'''Heave'''
* '''Heave''' Frontal cone AOE. Tank to dodge as required.
Frontal cone AOE. Tank to dodge as required.
* '''Crumbling Crust''' After a short cast time, 4 telegraphed quick casting AoEs appears around Galura. Deals moderate damage, but AoEs can stack. Melees to dodge as required.
* '''Rush''' Galura will mark an off-aggro target and channel a straight line charge. Marked players should distances themselves from Galura to reduce damage taken. Other players should move out of Galura's path.
* '''Earthquake''' Occurs immediately after '''Rush''', stunning all players. Animals marked with a '<b>!</b>' symbol in the pen will begin charging up their AoE attacks. The type of animal determines the type of attack that will occur. Galura does this three times in his fight.  


'''Crumbling Crust'''
# ''Ram'': Straight line AoE. Appears in all 3 phases.
After a short cast time, 4 telegraphed quick casting AoEs appears around Galura. Deals moderate damage, but AoEs can stack. Melees to dodge as required.
# ''Coeurl'': Large frontal cone AoE. Appears after the second time Rush is used.
# ''Kukurul'': Small circle AoE. Appears after the third time Rush is used.


'''Rush'''
===Bardam===
Galura targets an off-aggro target and channels a straight line charge. Run as far away from Galura as possible to reduce damage taken. Has a long cast time, so other players can move out of the way as necessary. Contrary to popular belief, you do not need to hide behind animals.


'''Earthquake'''
====Phase 1====
Immediately after Rush, Galura stomps the ground for an untelegraphed attack, stunning all players. Animals in the pen will begin charging up their AoE attacks. Dodge as necessary, you have plenty of time even with the stun. Galura does this three times in his fight.  
* '''Magnetism''' Pulls all players towards the center of the room.
* '''Travail (shockwave)''' Occurs immediately after '''Magnetism'''. A circle AoE will appear in the center, followed by a circle AoE covering the remainder of the outer arena. Stand just outside the inner AoE facing away from the Hunter of Bardam. Wait for the inner AoE to cast, then immediately walk backwards to avoid the outer AoE.
* '''Spear charge''' Spears appear along to edge of the map and fire off AoEs that makes the map a chessboard of safe zones.
* '''Empty gaze''' Empty Gaze will charge while Travail and Spear charges are running. Turn away to dodge it.


* Ram: Straight line AoE. Appears in all 3 phases.
====Phase 2====
* Coeurl: Large front cone AoE. Appears after the second time Rush is used.
* '''Travail (lightning)''' Lightning attack on the whole party. Stand on prism towers to dodge the attack.
* Kukurul: Small circle AoE. Appears after the third time Rush is used.
* '''Travail (firestorm)''' All players are marked and rings of fire drops periodically over their heads. Rings will remain active for a few seconds after dropping. To prevent dropping your AOE onto an ally's escape path, everyone should spread out and run clockwise.
* '''Heavy strike''' 270 degree front cone. Safe spot is behind the golem.
* '''Star fall''' Spawns 4 large circular AoEs that leaves behind Star shards to be used in the next phase. Safe spots include the center and the outer edge of the arena.


===Bardam===
====Phase 3====
Sheathe your weapons! It's time to dance! This is a non-combat boss that tests players' understanding of mechanics. Players will fail a phase if they are hit twice in a single phase. At least 1 player needs to survive the phase in order for the party to proceed.
* '''Looming Shadow''' Meteor attack with an extremely long cast time. Hide behind Star shard to dodge.
* '''Travial (summon warriors)''' Breaks the East and West star shards.
* '''Magnetism + Spear charge + Heavy Strike + Shockwave combo''' The floor is lava. Find safe spot. Will destroy one of the two remaining star shards. After these attacks, the meteor will land. Hide behind the last star shard.


'''Phase 1'''
This is a non-combat boss fight. Phases are composed of various mechanics players will have to successfully complete or dodge. Players who fail twice during any phase will receive a fetters debuff until the end of the phase. Debuffs will be cleansed at the end of each phase. At least one player must survive the mechanics to proceed to the next phase. If all players fail the mechanics, you'll be forced to repeat the fight.
* Magnetism: Pulls all players towards the centre of the room.
* Travail (shockwave): Immediately after Magnetism, Bardam begins charging a shockwave attack, which splits the room into an inner circle AoE and outer circle AoE. Dodge as necessary.
* Spear charge: Spears appear along to edge of the map and fire off AoEs that makes the map a chessboard of safe zones. Dodge as necessary.
* Empty gaze: Empty Gaze will charge while Travail and Spear charges are running. Turn away to dodge it. Basically, do the entire phase facing away from the scary golem.
 
'''Phase 2'''
* Travail (lightning): Locked-on lightning attack on the whole party. Stand on prism towers to dodge the attack.
* Travail (firestorm): All players are marked and rings of fire drops periodically over their heads. To prevent dropping your AOE onto an ally's escape path, everyone should spread out and run clockwise.
* Heavy strike: 270 degree front cone. Safe spot is behind the golem. Hide as necessary.
* Star fall: 4 circular AoEs that leaves behind Star shards to be used in the next phase. Dodge as necessary.
 
'''Phase 3'''
* Looming Shadow: Meteor attack with an extremely long cast time. Hide behind Star shard to dodge.
* Travial (summon warriors): Breaks the left and right star shards.
* Magnetism + Spear charge + Heavy Strike + Shockwave combo: The floor is lava. Find safe spot. Will destroy one of the two remaining star shards. After these attacks, the meteor will land. Hide behind the last star shard.


===Yol===
===Yol===
The Yol is a mean one, and possibly one of the tougher bosses of Stormblood in general, as the fight gets pretty hectic at times. The second 'boss' fight is a warmup, in a way.


====Phase 1====
====Phase 1====
Initial phase. Pretty calm. Watch out for the (line?) AoEs. After a while, the Yol will wander off and start summoning lesser birds for you to fight, whilst doing strafing runs on the arena. Kill them all (3-4 of them) and the Yol will return.
* '''Feathercut''' Frontal cleave tank-buster.
* '''Wind Unbound''' Group-wide AoE. Spawns a number of orbs around the outer edge of the arena. Orbs will periodically fire line AoEs.
* '''Flutterfall''' Marks all players with orange markers. Players need to spread to avoid overlapping splash damage.
* '''Eye of the Fierce''' Gaze attack that causes Confusion. Look away to avoid status infliction.


The Yol also has a sight-based attack that causes Confusion. Make sure you look away for this so that you don't end up beating up your Healer or something.
At the end of this phase, Yol will retreat and spawn a Corpsecleaner Eagle. Once the first is killed, Yol will spawn one more and after killing it Yol will return to the arena. During this time, Yol will periodically appear the edge of the arena, performing line AoE attacks with no markers. Move out from in front of Yol when it appears to avoid damage.


====Phase 2====
====Phase 2====
At some point here, the Yol will become untargetable, and you need to target the wings instead. If you remember the end fight of [[Sohm Al]], it's a bit like that. The part of it that isn't like that is one wing does not regenerate to full when the other is broken. The wings are quite weak, too. If you have a Ranged Magic DPS (e.g. [[Red Mage]]) on hand, this is a good time to use a limit break; just barbeque those wings. You can hit them both at once without too much trouble.
* '''Wingbeat''' Marks a player with a green marker. The marked player will be knocked to the outer edge of the arena. Get back to the center of the arena to avoid outer AoEs.
 
====Phase 3====
Now for the fun part. Lots of AoEs. The main hazard here is that at a certain point, there will be a rotating double-helix of air/wind blasts going around the arena. This is exciting because your choices for safe spots are directly under the boss, or you can try to squeeze yourself up against the edge of the arena and hope you won't get hit.


The important part here is not to panic at all the AoEs markers, and for the love of everything '''do not run around like a headless chicken'''. You will not have time to do any casts or long windup attacks with how fast the AoEs cycle. Get under the boss and pray.
At the start of this phase, Yol's wings will become targetable and Yol will become untargetable. Players must kill both wings to proceed. During this time, Yol will spawn three circular AoEs that will rotate clock-wise around the outer edge of the arena. Players should stay close to the center to avoid these. Once Yol's wings are shattered, the fight's mechanics will repeat until Yol is defeated.


If it helps you visualize the AoE pattern before getting there, think of a clock or compass. The AoEs strike 12:00 (North) and 6:00 (South), then 1:30 (Northeast) and 7:30 (Southwest), then 3:00 (East) and 9:00 (West), then 4:30 (Southeast) and 10:30 (Southwest), repeating over and over.
'''''Note: ''''' This phase can be entirely skipped with a well-timed Limit Break just before Yol starts his second phase.


==Loot==
==Loot==

Revision as of 05:18, 10 July 2017

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Lore

"If you are to participate in the Naadam, and fight alongside the Mol, you must first be recognized as a warrior of the Steppe. To earn this honor, you will be required to complete a rite of passage involving walking in the footsteps of the legendary hero Bardam and taming a yol. Each must do this by themselves, of course, and so you shall... though if by pure coincidence some of your fellow adventurers happened to have made the long journey to the Far East, and simply insisted on accompanying you... surely no one would be any the wiser?" — Game Description


Unlock

Objectives

  • Arrive at Bardam's Hunt
  • Defeat Galura
  • Arrive at the Rebirth of Bardam the Brave
  • Defeat Bardam
  • Arrive in the Voiceless Muse
  • Defeat Yol

Bosses

Bardam's Mettle Dungeon Guide

Galura

  • Heave Frontal cone AOE. Tank to dodge as required.
  • Crumbling Crust After a short cast time, 4 telegraphed quick casting AoEs appears around Galura. Deals moderate damage, but AoEs can stack. Melees to dodge as required.
  • Rush Galura will mark an off-aggro target and channel a straight line charge. Marked players should distances themselves from Galura to reduce damage taken. Other players should move out of Galura's path.
  • Earthquake Occurs immediately after Rush, stunning all players. Animals marked with a '!' symbol in the pen will begin charging up their AoE attacks. The type of animal determines the type of attack that will occur. Galura does this three times in his fight.
  1. Ram: Straight line AoE. Appears in all 3 phases.
  2. Coeurl: Large frontal cone AoE. Appears after the second time Rush is used.
  3. Kukurul: Small circle AoE. Appears after the third time Rush is used.

Bardam

Phase 1

  • Magnetism Pulls all players towards the center of the room.
  • Travail (shockwave) Occurs immediately after Magnetism. A circle AoE will appear in the center, followed by a circle AoE covering the remainder of the outer arena. Stand just outside the inner AoE facing away from the Hunter of Bardam. Wait for the inner AoE to cast, then immediately walk backwards to avoid the outer AoE.
  • Spear charge Spears appear along to edge of the map and fire off AoEs that makes the map a chessboard of safe zones.
  • Empty gaze Empty Gaze will charge while Travail and Spear charges are running. Turn away to dodge it.

Phase 2

  • Travail (lightning) Lightning attack on the whole party. Stand on prism towers to dodge the attack.
  • Travail (firestorm) All players are marked and rings of fire drops periodically over their heads. Rings will remain active for a few seconds after dropping. To prevent dropping your AOE onto an ally's escape path, everyone should spread out and run clockwise.
  • Heavy strike 270 degree front cone. Safe spot is behind the golem.
  • Star fall Spawns 4 large circular AoEs that leaves behind Star shards to be used in the next phase. Safe spots include the center and the outer edge of the arena.

Phase 3

  • Looming Shadow Meteor attack with an extremely long cast time. Hide behind Star shard to dodge.
  • Travial (summon warriors) Breaks the East and West star shards.
  • Magnetism + Spear charge + Heavy Strike + Shockwave combo The floor is lava. Find safe spot. Will destroy one of the two remaining star shards. After these attacks, the meteor will land. Hide behind the last star shard.

This is a non-combat boss fight. Phases are composed of various mechanics players will have to successfully complete or dodge. Players who fail twice during any phase will receive a fetters debuff until the end of the phase. Debuffs will be cleansed at the end of each phase. At least one player must survive the mechanics to proceed to the next phase. If all players fail the mechanics, you'll be forced to repeat the fight.

Yol

Phase 1

  • Feathercut Frontal cleave tank-buster.
  • Wind Unbound Group-wide AoE. Spawns a number of orbs around the outer edge of the arena. Orbs will periodically fire line AoEs.
  • Flutterfall Marks all players with orange markers. Players need to spread to avoid overlapping splash damage.
  • Eye of the Fierce Gaze attack that causes Confusion. Look away to avoid status infliction.

At the end of this phase, Yol will retreat and spawn a Corpsecleaner Eagle. Once the first is killed, Yol will spawn one more and after killing it Yol will return to the arena. During this time, Yol will periodically appear the edge of the arena, performing line AoE attacks with no markers. Move out from in front of Yol when it appears to avoid damage.

Phase 2

  • Wingbeat Marks a player with a green marker. The marked player will be knocked to the outer edge of the arena. Get back to the center of the arena to avoid outer AoEs.

At the start of this phase, Yol's wings will become targetable and Yol will become untargetable. Players must kill both wings to proceed. During this time, Yol will spawn three circular AoEs that will rotate clock-wise around the outer edge of the arena. Players should stay close to the center to avoid these. Once Yol's wings are shattered, the fight's mechanics will repeat until Yol is defeated.

Note: This phase can be entirely skipped with a well-timed Limit Break just before Yol starts his second phase.

Loot

Additional Treasure Coffers

Treasure Coffer 1

Coordinates: (x??,y??)

Treasure Coffer 2

Coordinates: (x??,y??)

Treasure Coffer 3

Coordinates: (x??,y??)

Treasure Coffer 4

Coordinates: (x??,y??)

Treasure Coffer 5

Coordinates: (x??,y??)

Images

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