The Porta Decumana
Revision as of 02:12, 13 April 2022 by Freedom4556 (talk | contribs)
- See also: The Minstrel's Ballad: Ultima's Bane
The Porta Decumana
- Level
- 50 (Sync: 50)
- Item Level
- 42 (Sync: 60)
- Difficulty
- Normal
- Party size
- Light Party
4 man • 1 1 2 - Unsyncing
- Allowed
- Time limit
- 60 minutes
- Roulette
- Main Scenario
- Tomestones
- 100
- Req. quest
- The Ultimate Weapon
- Patch
- 6.1
The Porta Decumana is a level 50 trial introduced in patch 6.1 with Endwalker.
Guide
Ultima Weapon
During the beginning of the Ultima Weapon fight, you cannot harm the boss as it has a buff that reduces all damage to single digits. Healers should therefore be careful as tanks will be unable to hold aggro compared to that generated by any healing. After a short while, or a certain amount of damage (it is unclear), the boss will lose the buffs and can be dealt with as normal. A tank should Provoke as soon as this happens to establish a firm aggro lead.
There will be a cutscene before a second phase of the fight, but its abilities are largely the same. There is a DPS check but it is trivial with ilevel 130.
Abilities
- Garuda is an narrow donut around the arena edge for moderate damage.
- Titan is an ring of circular AoEs around the arena edge, followed by four circle AoEs covering the center of the arena.
- Ifrit is an point-blank AoE centered in the arena.
- Ultima Weapon also has a line AoE, a point-blank AoE, and a raidwide.
Phase 2 also has:
- Magitek Bits spawn in pairs and target random players with cross-arena line AoEs for moderate damage.
- Periodically a gunship will crash on a proximity marker for high damage. Move away to mitigate this.
- Occasionally a large glowing ball shoots slowly from Ultima Weapon towards a marked player before exploding in a point-blank AoE.
- Ultima at low health, the boss disappears briefly before returning to start slow-casting the enrage attack. This is the DPS check, but it is extremely lenient.