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The Crown of the Immaculate (Extreme)

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See also: The Crown of the Immaculate

Trial.png

The Crown of the Immaculate (Extreme)

The Crown of the Immaculate (Extreme) (image).png
Level
80 (Sync: ???"???" is not a number.)
Item Level
430 (Sync: ???"???" is not a number.)
Difficulty
Extreme
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Unsyncing
Allowed
Time limit
60 minutes
Roulette
Trials
Tomestones
Req. quest
Feature quest Minstrel from Another Mother
Entrance
The Crystarium (X:7.5, Y:12.5)
Patch
5.0

The esteemed Lord Vauthry believed himself to be without flaw or sin─the embodiment of glorious perfection in innocence. Needless to say, he was not, but he nevertheless made for a tremendous opponent. Upon hearing of how you and your comrades claimed victory atop Mt. Gulg, the minstreling wanderer was immediately driven into a fit of inspired creativity, and the result is yet another composition that will send even the most unimaginative Warrior of Darkness hurtling into the depths of memory that they might once more do battle with Eulmore's fallen tyrant.

— In-game description

The Crown of the Immaculate (Extreme) is a level 80 trial introduced in patch 5.0 with Shadowbringers.

The Crown of the Immaculate (Extreme) is a very AoE heavy battle composed of three phases. Innocence will utilize multiple AoE and positioning-based mechanics very frequently throughout the encounter that players must be aware of.

Abilities

Below are a list of basic mechanics that players must be wary of at all times.

  • Shadowreaver - an unavoidable raid-wide AoE that must be healed through.
  • Righteous Bolt - a vicious and frequently used tankbuster that applies a lightning-based debuff to the main target that requires an immediate tank-swap.

Please note that the following mechanics -- Winged Reprobation and Rightful Reprobation -- will happen multiple times throughout the encounter, albeit with some variations. As a general rule of thumb, whenever you see blue line-AoE markers from Rightful Reprobation, these will shoot Spears out of the arena that will also fire back into the arena in the same direction after a moderate delay. This can be fired in either an Hourglass pattern or Star pattern and has an extremely short telegraph on return-fire. As for Winged Reprobation, this will always fire standard line-AoEs from summoned Swords. If players are tethered to these summoned swords, then the beam fired towards their marker will split into a triple-beam on collision, firing beams East, North, and West from where the tether was dropped.

These abilities will be used very frequently throughout the entire encounter.

Phase 1

  • Winged Reprobation - a mechanic that summons resplendent swords into the arena that will tether to random party members. Tethered players should move away from the party, preferably to the opposite side of the arena. After a brief delay, players will drop the tethers at their current location in the form of a circle AoE - marking the area where a beam will be aimed and fired from the sword they were tethered to.

This beam will damage anyone caught in the path and also split at the target area, firing three more line AoE's to the East, North and West side of the target location (indicated by small arrows). By placing the marker at a diagonal-edge of the arena (away from the party), it is possible for most of these beams to shoot out of the arena across the top and sides, leaving the center as a safe-zone. Players who dropped the marker should immediately run back to the center of the arena as soon as the circle AoE has been dropped to avoid being hit by the incoming sword-beam and the resulting split AoE's.

  • Rightful Reprobation - a frequently used two-part mechanic that can fire in either an Hourglass pattern or Star Pattern, indicated by blue AoE-markers that aim from the center of the arena to the outer edges. After a short delay, spears will be fired through these markers to the outer-arena, carving anyone in their path. After a moderate delay, the weapons outside of the arena will then shoot back inside in the same direction with very limited warning. Whenever you see blue line-AoEs, always be mindful that these will re-enter the arena after a moderate delay and give very little time for players to react if they have not pre-positioned themselves to avoid it.

This particular version will fire in an Hourglass pattern. At the same time, two random players will once again be tethered to two summoned swords via Winged Reprobation and most avoid the party by moving to the outer edges of the arena. As before, marked players will drop a circle AoE that they must avoid. The two summoned swords again fire beams at the dropped marker which will split into three additional beams that fire East, North, and West. All tethered and non-tethered players must avoid this whilst also dodging the spears from Rightful Reprobation as they exit and re-enter the arena.


  • Rotating Swords - after falling from the sky, a large resplendent sword will carve the arena in a fan-like AoE that rotates in a counter-clockwise fashion, forcing players to remain on the move to stay within the three visible safe-zones. This will be overlapped by Drop of Light. Bear in mind that later versions of this mechanic may involve a single rotating blade rather than a double-rotating blade, and may also come with small gaps in the blade, allowing players to traverse between the safe-spots.
  • Drop of Light marks two random players with large AoE markers, forcing them to move away from the party (and each other). Due to the size of the AoE's and the rotating safe-spots, marked players and unmarked players must be wary of their positioning in order to avoid the Rotating Swords and the upcoming AoE from marked players.
  • Winged & Rightful Reprobation - players must avoid a succession of orange line-AoE's from summoned swords, and a large number of blue-marked spear AoEs from Innocence. This time, however, the overlapped mechanics will be performed in a more star-like pattern. Despite the volume of AoE's being fired in all directions, safe-spots will be noticeable throughout the arena. Players must primarily be very wary of where the blue-markers have fired seeing as, just like before, the spears will once again fire back into the arena after a moderate delay with very little telegraphed warning. This succession of attacks will be loosely overlapped by Light Pillar.
  • Light Pillar - a line-directed stack-mark AoE that will target a random healer. As usual, players must stack along the line in order to share damage.
  • Winged Reprobation & Rotating Sword - overlap between the summoned sword tether mechanic as well as another rotating AoE. Unlike before, this Rotating Sword will be a singular line across the arena (instead of two in a fan-shape) and there will also be two gaps present in the line so that players can move from one safe spot to the other if necessary. As before, tethered players must avoid the rest of the party, and everyone must be cautious of any beams fired from the swords towards marked players.

Phase 2

This phase begins with Innocence rendering himself invulnerable and summoning two Forgiven Venerys (which will appear at the east and west of the arena and must be picked up by tanks), along with one Forgiven Shame in the middle of the arena which can be focused down by damage dealers.

Forgiven Shame will unleash raid-wide damage, whereas the Forgiven Venerys will each use tank-busters.

This serves as a DPS check. If the group does not kill all adds before Innocence is fully charged, the group will be wiped. If the group is successful, the group will be blasted by raid-wide damage.

Phase 3

With the three adds slain, the final phase immediately begins. Players will need to deal with cycles of mechanics from the first phase along with a Starbirth mechanic.

  • Starbirth - this creates three resplendent orbs in a set pattern around the arena which will explode if they collide with any mechanics from Innocence. Despite the size and appearance of these orbs, the resulting explosions are much larger than you may expect. As a result, the group must make an effort to pull Innocence to whichever part of the arena is furthest away from all orbs whenever they are present. For example; after the first Starbirth, Innocence will eventually use Shadowreaver, the unavoidable raid-wide AoE. On casting Shadowreaver, all three orbs will explode simultaneously, blasting a large portion of the arena with massive damage. As a rule of thumb, simply watch for where each orb spawns and move to the last remaining portion of arena with no orb.
  • After this introduction to Starbirth, players must contend with another overlap between Rotating Swords (fan-shaped) and Winged Reprobation (star pattern).
  • Beautific Vision will be cast shortly afterward, noted by Innocence flying to the edge of the arena. After a brief wind-up, Innocence will fly through the center of the arena in a straight line, carving all players along the way. In short, all players should immediately run to the edge of the arena as soon as possible and stand as far away from the center as possible. Unlike Normal mode, however, this attack will not come with an obvious telegraph.
  • Starbirth will then be cast alongside Drop of Light. As a result, two orbs will form in the arena and two random players will be marked with large AoE markers. If the resulting explosions from Drop of Light hit either of the Starburst orbs, they will explode, blasting a hefty portion of the arena with massive damage. As a result, marked players must be wary of their positioning to prevent this from happening, as well as avoid damaging the party with their AoE marker. As soon as Drop of Light explodes, two more players will be marked for another Drop of Light immediately afterward. Assuming the group survives the ordeal, they will then have to deal with Light Pillar. Seeing as this can also explode Starbirth orbs, players must make an effort to aim the stack-line so that it does not shoot an orb.
  • Beautific Vision will once again be cast, except now it will explode both Starbirth Orbs. As a result, players must move as far away as possible from the Orbs while also being mindful of Innocence's charge-path.
  • God Ray is a tri-directional AoE that fires from the arena center in a pizza-slice formation. When used, there will be three thin safe-spots that players can stand in while the AoE fans out across the arena. However, this attack will be overlapped with Rightful Reprobation in another hour-glass pattern (the first version used during the encounter). Due to the noticeable delay with God Ray, players must resist the urge to dodge it too early. Be sure to wait until Rightful Reprobation has completed before ducking into thin God Ray safe-spot.
  • Starbirth will now be overlapped by Winged Reprobation and Light Pillar. After spawning four orbs, the arena will be caked in line-AoEs in a set pattern from the summoned swords (twice in quick succession), followed closely by a player being marked by the stack-line AoE of Light Pillar. Due to the presence of four orbs, players must work towards creating a safe-spot before Innocence can detonate them. To do so, players must first dodge the line-AoE's from Winged Reprobation, then move towards an orb. After doing so, the target of Light Pillar should aim the beam towards the opposite orb. If done correctly, this will explode the orb with no damage to the group, giving players a safe-spot to move towards before Innocence inevitably casts Shadowreaver, detonating all remaining orbs.
  • From this point onward, Innocence will rotate through various mechanical combinations involving Starbirth, Drop of Light, Winged Reprobation, Rightful Reprobation and Rotating Swords.

For a visual representation of these mechanics and combos, be sure to check out MTQ's exceptional video guide.

Guide

Loot

Accessories

Item Icon Level Item Level Requirement Slot Defense Magic Defense Materia Slots Stats and Attributes
Immaculate Ear Cuffs of Fending Immaculate ear cuffs of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Earrings 1 1 1 Strength +83 Vitality +83 Critical Hit +83 Tenacity +58 
Immaculate Ear Cuffs of Slaying Immaculate ear cuffs of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Earrings 1 1 1 Strength +83 Vitality +83 Determination +83 Direct Hit Rate +58 
Immaculate Ear Cuffs of Aiming Immaculate ear cuffs of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Earrings 1 1 1 Dexterity +83 Vitality +83 Determination +58 Direct Hit Rate +83 
Immaculate Ear Cuffs of Casting Immaculate ear cuffs of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Earrings 1 1 1 Intelligence +83 Vitality +75 Critical Hit +83 Direct Hit Rate +58 
Immaculate Ear Cuffs of Healing Immaculate ear cuffs of healing icon1.png 80 450 CNJ WHM SCH AST SGE Earrings 1 1 1 Mind +83 Vitality +75 Critical Hit +83 Piety +58 
Immaculate Necklace of Fending Immaculate necklace of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Necklace 1 1 1 Strength +83 Vitality +83 Critical Hit +58 Skill Speed +83 
Immaculate Necklace of Slaying Immaculate necklace of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Necklace 1 1 1 Strength +83 Vitality +83 Critical Hit +58 Direct Hit Rate +83 
Immaculate Necklace of Aiming Immaculate necklace of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Necklace 1 1 1 Dexterity +83 Vitality +83 Critical Hit +83 Determination +58 
Immaculate Necklace of Casting Immaculate necklace of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Necklace 1 1 1 Intelligence +83 Vitality +75 Determination +83 Spell Speed +58 
Immaculate Necklace of Healing Immaculate necklace of healing icon1.png 80 450 CNJ WHM SCH AST SGE Necklace 1 1 1 Mind +83 Vitality +75 Determination +58 Piety +83 
Immaculate Bracelets of Fending Immaculate bracelets of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Bracelets 1 1 1 Strength +83 Vitality +83 Determination +83 Tenacity +58 
Immaculate Bracelets of Slaying Immaculate bracelets of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Bracelets 1 1 1 Strength +83 Vitality +83 Determination +83 Direct Hit Rate +58 
Immaculate Bracelets of Aiming Immaculate bracelets of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Bracelets 1 1 1 Dexterity +83 Vitality +83 Direct Hit Rate +83 Skill Speed +58 
Immaculate Bracelets of Casting Immaculate bracelets of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Bracelets 1 1 1 Intelligence +83 Vitality +75 Critical Hit +58 Direct Hit Rate +83 
Immaculate Bracelets of Healing Immaculate bracelets of healing icon1.png 80 450 CNJ WHM SCH AST SGE Bracelets 1 1 1 Mind +83 Vitality +75 Critical Hit +58 Spell Speed +83 
Immaculate Ring of Fending Immaculate ring of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Ring 1 1 1 Strength +83 Vitality +83 Critical Hit +83 Determination +58 
Immaculate Ring of Slaying Immaculate ring of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Ring 1 1 1 Strength +83 Vitality +83 Critical Hit +58 Skill Speed +83 
Immaculate Ring of Aiming Immaculate ring of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Ring 1 1 1 Dexterity +83 Vitality +83 Critical Hit +58 Determination +83 
Immaculate Ring of Casting Immaculate ring of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Ring 1 1 1 Intelligence +83 Vitality +75 Determination +83 Direct Hit Rate +58 
Immaculate Ring of Healing Immaculate ring of healing icon1.png 80 450 CNJ WHM SCH AST SGE Ring 1 1 1 Mind +83 Vitality +75 Determination +58 Piety +83