Endwalker content

Another Mount Rokkon

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See also: Mount Rokkon and Another Mount Rokkon (Savage)

Criterion Dungeon.png

Another Mount Rokkon

Another mount rokkon.png
Level
90 (Sync: 90)
Item Level
640 (Sync: 665)
Difficulty
Extreme
Party size
Light Party
4 man 1 Tank role.png 1 Healer role.png 2 DPS role.png
Unsyncing
Not Allowed
Time limit
90 minutes
Duty Finder
V&C Dungeon Finder
Tomestones
Allagan Tomestone of Poetics 20 
Req. quest
Talk to Osmon after completing Feature QuestMononoke Aware
Patch
6.45

Delighted beyond measure to hear tell of the mononoke haunting Mount Rokkon, Osmon cannot help but speculate upon the nature of spirits—and what should result were they to grow more powerful than nature is wont to allow...

— In-game description

Another Mount Rokkon is a level 90 criterion dungeon introduced in patch 6.45 with Endwalker.

Objectives

  1. Clear the Single Step: 0/1
  2. Defeat Shishio: 0/1
  3. Clear the Clever Roost: 0/1
  4. Defeat Gorai the Uncaged: 0/1
  5. Defeat Moko the Restless: 0/1

Enemies

There are two rooms with "trash mobs" in this dungeon. Each room will be sealed 15 seconds after engaging the first enemy, similar to a boss room. If the party wipes before defeating all the enemies in a room, they will all respawn. Being hit by any avoidable AoEs will inflict a stack of Vulnerability Up icon1.png Vulnerability Up.

The Single Step

There are three groups of enemies in this room.

  • Shishu Yuki - A lone enemy that will begin patrolling the room upon engaging the first enemy. It has a buff that significantly increases its damage dealt and reduces damage received until the Shishu Raiko and Shishu Fuko are defeated. While its buff is active, if aggroed by sight or being hit by any attack from players, it will instantly kill any party member with its auto-attacks. Defeating the other enemies will remove the buff and make it manageable to fight.
    • It will initially walk south then do a 360 degree loop clockwise around the room, then back to the middle. While in the middle, it will raise one of its arms and do either Left Swipe or Right Swipe, a telegraphed half-room AoE. Afterwards, it will head north again, turn left, and keep looping around the room in a "figure-8" pattern.
    • Jobs with large AoE attacks (e.g., Dancer frame icon1.png dancer and Dragoon frame icon.png dragoon) should be especially careful not to accidentally aggro the Yuki.
  • Shishu Furutsubaki x 2, Shishu Raiko (east) - The party should engage this pack first. The tank should pull the Raiko to the southeastern part of the room, near the entrance, but not to the corner.
    • Bloody Caress (Furutsubaki): A telegraphed conal AoE.
    • Disciples of Levin (Raiko): A briefly telegraphed point-blank AoE. The party should dodge to the southeast corner.
    • Barreling Smash (Raiko): A non-tank is marked with an orange overhead marker. The Raiko will then charge at them with a briefly telegraphed line AoE that will reduce anyone hit to 1 HP. The tank needs to avoid being hit with the AoE as they will instantly die from auto-attacks.
    • Howl (Raiko): Moderate partywide damage that should be mitigated. The player hit with Barreling Smash needs to be healed in time for this attack.
    • By this point the Yuki will begin nearing the party in its patrol, so the party should begin move to the southwest corner and defeat these enemies as fast as possible.
    • Master of Levin (Raiko): A briefly telegraphed donut AoE with inside its hitbox safe.
  • Red Shishu Penghou x 2, Shishu Fuko (west) - The party should engage this pack after defeating the east one. They can move to the nook at the north of the room and remain in a corner for the most part when fighting this pack to avoid aggroing the Yuki.
    • Tornado (Penghou): A telegraphed circular AoE aimed at a random player.
    • Scythe Tail (Fuko): A briefly telegraphed point-blank AoE.
    • Twister (Fuko): Stack marker on a random player.
    • Crosswind (Fuko): Partywide damage and a briefly telegraphed knockback from the Fuko. This knockback can be prevented with knockback immune. Otherwise, ensure not to be knocked back to the Yuki.
  • Once the other enemies are defeated, it is safe to engage the Yuki, who is straightforward to fight. It will use Left Swipe or Right Swipe, so dodge accordingly.

The Clever Roost

There are three enemies in this room. One Kotengu in the south end, a ninja (Onmitsugashira) patrols in middle, and a second Kotengu in the north.

In addition, untargetable wind sprites patrol the edges of arena in a fixed pattern. Each north-south half of the arena has three sprites, one on each wall. The wind sprites will regularly stop, visibly channel energy, then fire a long line AoE across the arena. This applies a moderate amount of damage and a stacking, 1-minute-long vulnerability-up debuff. Players will need to watch the sprites along the edges for the channel animation as the attack is too fast to dodge just based on the ground indicator.

  • Shishu Kotengu
    • (Direction)-ward Blows: Attacks in a 90-degree cone in front of it, then to one side based on the name of the attack. Has no AoE telegraph.
    • Wrath of the Tengu: Party-wide AoE with a bleed. Mitigate and heal.
    • Gaze of the Tengu: Gaze attack that will inflict stun if hit.
  • Shishu Onmitsugashira
    • Juji Shuriken: Faces a random player and uses an untelegraphed line AoE in front.
    • Issen: Telegraphed tankbuster.
    • Huton: Greatly increases attack speed. Followed by four rapid shuriken casts, one at each party member. Recommend to stack together and rotate around it to dodge.

To facilitate avoiding the wind sprite AoEs, fight the first Tengu in the southwest corner, the Onmitsugashira at the west wall slightly above the cardinal, and the second Tengu in the northwest quadrant towards the north exit. Wait for the sprite AoEs to pass before pulling the next enemy. Can place waymarks to guide. Video reference.

Bosses

Failing any boss mechanic will result in a Damage Down icon1.png Damage Down debuff.

Aggressive difficulty r6.png Shishio

First trash pull and Shishio animated guide by Big Kobe

Shortly after engaging the boss, the arena will be surrounded with an AoE that will instantly kill anyone who touches it.

  • Enkyo: High partywide damage that should be mitigated.
  • Stormclouds Combo 1
    • Stormcloud Summons: Spawns several untargetable Raiun (small red clouds) and extends the lethal outside AoE to compress the arena to a circle.
    • Smokeater: The boss will inhale one, two, or three sets of clouds, removing them from the arena. The number of inhalations determines the number of line AoEs the boss will do and the resulting size of the cloud explosions in its next attack.
    • Rokujo Revel: An attack that is resolved by how many times the boss inhaled. The boss will sequentially spawn one to three line AoEs with dark red telegraphs, whose ranges are also denoted by the arrangement of rocks on the floor.
      • After the AoE resolves, the clouds inside the AoE will explode as a point-blank AoE (Leaping Levin) with a brief telegraph. The size of the AoEs is determined by the number of inhalations.
      • Other clouds in range of the prior cloud explosions will explode themselves, leading to a chain reaction.
      • Once: Spawns one line AoE. Locate the first AoE. There are six locations where a cloud may appear inside it (at the "corners", or in the middle). Find an empty location without a cloud inside the AoE and dodge into it once it resolves.
      • Twice: Spawns two line AoEs. Locate the "corners" of the first AoE and dodge into the only empty corner without a cloud once it resolves.
      • Thrice: Spawns three line AoEs. Locate the singular cloud that is not covered by any AoEs, then go towards the wall directly opposite it. Once the first line AoE resolves and cloud explodes, run into the center of the first explosion, staying at the wall. Using Sprint icon1.png  Sprint is highly recommended.
  • Tankbuster Combo 1
    • Splitting Cry: A wide line AoE tankbuster.
    • Slither: An untelegraphed conal AoE at the boss's rear immediately following the tankbuster.
  • Noble Pursuit: Four lines of rings will spawn: two vertical, one horizontal, and one diagonal, indicating the path the boss will charge through. These will use an untelegraphed line AoE perpendicular to them when the boss dashes through them. Each set of rings will have an empty space. The safe area is entirely surrounded by empty spaces; it can be identified by looking at the gap in the wall opposite from where the boss starts. Once the boss finishes charging, it will cast Enkyo again.
  • Wail 1
    • Unnatural Wail: Assigns various debuffs to players. These will resolve when the debuff timer expires.
      • Intensified wailing icon1.png Intensified Wailing: Assigned to one random support and one random DPS. A medium-sized split damage AoE on the target that should be shared with another player without this debuff, or taken solo with mitigation. Inflicts Magic vulnerability up icon1.png Magic Vulnerability Up
      • Scattered wailing icon1.png Scattered Wailing: Assigned to all players. A medium-sized AoE on the target that deals damage and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, requiring all players to spread.
      • Both debuffs will be assigned with each iteration of this action, although either stacks or spreads will resolve first, then the other, based on the initial debuff timers.
    • Haunting Cry: Summons four untargetable Devilish Thrall (ghoul) adds, on all cardinals or all intercardinals. Each add will have an orange ring indicating where it is facing.
      • Two adds will use Left Swipe while the others will use Right Swipe, which are 180 degree cleaves based on which arm is being raised. This will leave a square region (faced diagonally) between two adjacent adds safe.
      • The safe area will always be opposite the two adjacent adds that are facing the middle, or directly in between the two adjacent adds that are facing away from each other.
      • During the first set of cleaves, the first set of debuffs (stack or spread) will resolve. Players should spread to the corners of the square safe spot, or stack with their role partners on the corners.
      • A second set of adds will spawn on the empty intercardinals or cardinals, and telegraph another set of cleaves. The second set of debuffs will also resolve during the cleaves.
  • Stormclouds Combo 2
    • Stormcloud Summons / Smokeater: Similar as before, but all clouds will spawn at the edge of the arena. Note that there are more clouds compared to the normal (variant) mode of this action.
    • Lightning Bolt: Drops a small AoE on each cloud, causing them to activate and begin aiming numerous telegraphed line AoEs (Cloud to Cloud) through the arena aimed at other random clouds, requiring tricky dodging.
  • Wail 2
    • Unnatural Wail: Assigns another set of stack/spread debuffs, similar to before.
    • One of the following two attacks will then be used:
      • Eye of the Thunder Vortex: An untelegraphed point-blank AoE followed by a donut AoE. Dodge out (a good ways from the boss; max melee is unsafe) then in.
      • Vortex of the Thunder Eye: An donut AoE followed by a point-blank AoE. Dodge in then out.
      • The debuffs will resolve during the two AoEs, so players should stack with their partner then spread (or vice versa) while dodging the AoEs.
  • Enkyo
  • Ghosts Combo
    • Haunting Cry: Summons four untargetable Haunting Thrall (ghost) adds.
      • Each ghost will tether to one player and follow them. To give as much room as possible, each player should aim their tether directly through the middle of the arena.
      • The ghosts will emit untelegraphed, point-blank AoEs (Reisho) that should be avoided.
      • Vengeful Souls: Spawns two towers in semi-random locations in melee range. When the cast bar finishes, one player must soak each tower, or they will explode and wipe the party. Two players will also be marked with an orange marker, indicating they will be hit with a massive circular AoE (Stygian Aura) that inflicts Magic vulnerability up icon1.png Magic Vulnerability Up. The unmarked players will need to soak the towers, while the marked players should claim a corner away from any towers to avoid hitting anyone with their AoE.
      • The ghosts will despawn when the castbar reaches approximately the "o" in "Souls", giving a brief period for everyone to adjust to their final positions. During the slow cast, players should gravitate towards their final positions.
  • Thunder Vortex: A donut AoE.
  • Splitting Cry + Slither
  • Stormcloud Summons + Inhale: Similar to first usage.
  • Stormcloud Summons + Inhale + Lightning Bolt: Similar to before, but the boss will always inhale two or three times. More inhalations will mean fewer clouds, but their line AoEs will be wider.
  • Unnatural Wail + Eye of the Thunder Vortex / Vortex of the Thunder Eye
  • Enkyo (enrage): The boss must be defeated before this cast finishes or the party will wipe.

Aggressive difficulty r6.png Gorai the Uncaged

Second trash pull and Gorai animated guide by Big Kobe
Recommended waymark placement

Shortly after engaging the boss, the arena will be surrounded with an AoE that will inflict Burns icon1.png burns to anyone who steps in it. Waymarks can be placed according to the right image to simplify one mechanic.

  • Unenlightenment: Hard-hitting magical raid-wide that inflicts Burns icon1.png burns.
  • Scurrying Sparks + Flame and Sulphur Combo:
    • Seal of Scurrying Sparks: Two random players will be given Live brazier icon.png Live Brazier, requiring them to stack with a partner when the debuff expires to resolve a large split-damage AoE (Greater Ball of Fire) that inflicts Fire resistance down icon1.png Fire Resistance Down II.
    • Flame and Sulphur: Six rocks and four blue flames, which will telegraph circle and line AoEs respectively, will appear leaving two "open" corners with fewer AoEs nearby. Each pair should take one. The boss will then glow a color and cast Brazen Ballad. Red makes the AoEs larger, leaving the far corners safe. Blue will cause the AoEs to split, causing the circles to become donuts and the lines to expand into two lines; the point nearby where a circle is centered on a line will be safe. The pair stack debuffs will also resolve.
  • Impure Purgation: Aimed conal AoEs on each player dealing high magical damage and inflicting Magic vulnerability up icon1.png Magic Vulnerability Up, with a follow-up aimed at the same spots. Spread then adjust into safe spots.
  • Thundercall + Humble Hammer
    • Thundercall: Six lightning orbs (Ball of Levin) will appear (one in each corner and two near the middle). One corner will be slightly further away from the middle orbs. The lightning orbs will later emit large telegraphed point-blank AoEs that will initially cover the entire room.
    • Humble Hammer: The healer will be marked and targeted with an AoE that inflicts Minimum icon1.png Mini on any player or lightning orb hit. The healer should take it on top of the 'safe' lightning orb, which will reduce the size of its AoE telegraph and create a safe location from the AoEs.
    • Flintlock (no cast bar): An untelegraphed "wild charge" line AoE aimed at the healer that goes off as the same time as the lightning orb explosions. Tank should stand in front of the healer to prevent lethal damage. The DPS can stay out.
  • Torching Torment: Telegraphed magical AoE tankbuster that inflicts Burns icon1.png burns.
  • Rousing Reincarnation: Party-wide magical damage and gives players colored and numbered Rodential Rebirth (red) and Odder Incarnation (blue) debuffs. The roman numerals indicate when the debuffs resolve. Failing to cleanse the debuffs in the next mechanic will transform the player into a critter, incapacitating them.
    • There are four debuff combinations, which will be randomly assigned but all will be used: Rodential rebirth icon1.pngOdder incarnation icon3.png; Rodential rebirth icon2.pngOdder incarnation icon4.png; Odder incarnation icon1.pngRodential rebirth icon3.png; Odder incarnation icon2.pngRodential rebirth icon4.png
    • Shortly after, the boss will cast Malformed Prayer, which will sequentially spawn four pairs of colored towers: one red and one blue tower at a time, on random cardinals and intercardinals. These must be soaked by players with the matching debuff color, which will cleanse the debuff also inflict minor magical damage (Burst) and Magic vulnerability up icon1.png Magic Vulnerability Up. Failing to soak a tower will instantly wipe the party (Dramatic Burst).
    • Additionally, two random players will receive exchangeable tethers that indicate they will be hit with a 45 degree conal AoE (Pointed Purgation) that deals magical damage and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up. These must be aimed so they do not overlap or hit any players currently soaking a tower.
    • To solve, all players can stack behind the boss, with the two players with the II debuffs standing in front to intercept the first two tethers. The I players then move to their correct tower, while the II players wait until their towers appear, then take their tether to their II tower. After the first tower soaks, the III players then take the tethers and move to the III towers, while the second towers are soaked. The IV players then take the tethers to the IV towers while the third towers are soaked. Finally, the other two players take the tethers while the fourth towers are soaked.
  • Unenlightenment
  • Seal of Scurrying Sparks + Cloud to Ground:
    • Two random players are given Live brazier icon.png Live Brazier pair stack debuffs. In addition, all players will also receive Live candle icon.png Live Candle spread AoE debuffs (Great Ball of Fire). Either the stacks or spread will resolve first, followed by the other debuffs. If a player is killed with a debuff on them, it will fire at another random player, likely resulting in more deaths.
    • At the same time, exaflares will spawn around the arena. There will always be four exaflares near the center and traveling outside on the cardinals. In addition, there will be four exaflares on opposite walls in an alternating pattern, which will travel across the arena.
    • To solve, players should pair off into safe zones and resolve debuffs while dodging exaflares. Melees can have full uptime during this sequence if ranged players adjust for the debuffs, e.g. tank north and melee DPS south while healer and ranged DPS adjust if needed.
    • Considering the four wall exaflares as lanes, each pair should first start in a lane that will not be immediately covered by an exaflare originating from the wall. They should either be stacked or spread, depending on which debuff resolves first.
    • After three pulses of the exaflares, players will shift over one lane, which will now be safe because its exaflare will have passed. For example, if the wall exaflares start north and south, then players will shift east or west. The ranged player will also meet up with their melee partner (if stack second) or spread away from them (if spread second). The AoEs are relatively large, so make sure to give enough room for the spreads.
  • Fighting Spirits: The boss will mark players 1 through 4 with overhead "limit cut" markers, inflict a moderate untelegraphed knockback (can be immuned), then jump to each player in order, inflicting a large untelegraphed plus-shaped AoE (Worldly Pursuit) upon landing, dealing physical damage and inflicting Blunt resistance down icon1.png Blunt Resistance Down, making another hit lethal. The direction of the AoE is based on the direction the boss jumps. The boss will then jump a final time to the middle of the arena.
    • To solve, each player should head to the waymark matching their overhead number. They should either preposition and use knockback immune, or be knocked back towards the waymark. After the boss jumps on them, they should immediately head to the east or west cardinal at the wall to dodge the remaining cleaves, including the final jump towards the center.
    • It is recommended not to use Sprint icon1.png  Sprint if the party expects to see the next major mechanic (e.g. on Savage difficulty).
    • If any player is dead when the markers are assigned, a random player(s) will be hit with the final cleaves, likely resulting in more deaths.
  • Torching Torment
  • Malformed Reincarnation: Party-wide magical damage and gives four debuffs per player.
    • The boss will give each player a colored debuff (Squirrelly prayer icon.png Squirrelly Prayer and Odder prayer icon.png Odder Prayer) that will drop a tower of the same color at their location when it resolves. There will be two red and two blue tower debuffs.
    • Additionally, each player will receive three colored and numbered debuffs, similar to Rousing Reincarnation. There are two possible sets of debuffs:
      • Rodential rebirth icon1.pngRodential rebirth icon2.pngOdder incarnation icon3.png; Odder incarnation icon1.pngOdder incarnation icon2.pngRodential rebirth icon3.png (2 players per combination)
      • Rodential rebirth icon1.pngRodential rebirth icon2.pngRodential rebirth icon3.png; Odder incarnation icon1.pngOdder incarnation icon2.pngOdder incarnation icon3.png; Rodential rebirth icon1.pngRodential rebirth icon2.pngOdder incarnation icon3.png; Odder incarnation icon1.pngOdder incarnation icon2.pngRodential rebirth icon3.png (1 player per combination)
      • The tower debuff color will always be opposite the III debuff color.
    • The boss will then summon two sets of towers that must be soaked by players.
    • To resolve:
      • Players should pair together north and south so that they have opposite sets of timed debuffs (RRR + BBB or RRB + BBR).
      • Towers will appear. Pairs want to be between one set of reds and one set of blues. Rotate if necesssary.
      • The first debuff will resolve, dropping a third set of towers. This must be placed near existing towers without overlapping or they will explode and wipe the party.
      • Players should then resolve towers, starting with the inner set, then corner, then dropped set. Sprint is recommended.
      • As the second set of towers resolves, overlapping line AoEs will appear across the arena, which will fire just after the third tower resolves.
  • Seal of Scurrying Sparks + Flame and Sulphur
  • Unenlightenment
  • Living Hell (enrage): The boss must be defeated before this cast finishes or the party will wipe.

Aggressive difficulty r6.png Moko the Restless

Moko animated guide by Big Kobe

Shortly after engaging the boss, the arena will be surrounded with an AoE that will instantly kill anyone who touches it.

Loot

Another Mount Rokkon uses personal loot, so players have to be sure to click and loot the chest themselves.

Gold Coffer (small).png Treasure Coffer

Name Type Item Level Rarity Quantity
Shishu Coin.png Shishu Coin Currency N/A ABasic 4
Shishioji flute icon1.png  Shishioji Flute Other N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Moving a mountain icon1.png  Moving a Mountain 10 Complete the criterion dungeon Another Mount Rokkon. - 6.45
Mapping the realm another mount rokkon icon1.png  Mapping the Realm: Another Mount Rokkon 10 Discover every location within Another Mount Rokkon. - 6.45

Images

Dungeon Images

External Links