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Can You Learn Eruption From Ifrit Normal

The Weapon's Refrain (Ultimate), likewise called Ultima Weapon (Ultimate), is a high-finish duty added in patch iv.31: Under the Moonlight. The fight can be unlocked by speaking to the Wandering Minstrel in Kugane ( 11.6, 12.6 ) afterwards completing Sigmascape V4.0 (Barbarous).

The minimum ilvl to enter this fight is i370, but tin can be bypassed with a full party.

A few disclaimers:

  • This fight's design was seemingly made to be done blind. If possible, I'd recommend foregoing reading whatever guide and progressing through this fight blindly, coming up with your ain strategies (although I know it'southward difficult in the net era). Experience costless to send me a message if you notice something you think might exist better than explained below!
  • The loonshit is constantly surrounded by a wall that volition impale y'all if y'all step inside it.
  • Both a caster DPS (BLM, RDM, SMN) and a melee DPS (DRG, NIN, MNK, SAM) areREQUIREDin order to finish the fight. Plan appropriately.
  • There are multple mechanics before in the fight that will affect how y'all go along with the run across subsequently on (i.east. Thermal Low stacks on sure players needed for afterward phases, Ultimate Annihilation orbs affecting Aetheric Boom, etc). Therfore, information technology's incredibly important for some strategies to plan assigned players ahead in advance. I'd recommend reading through the whole guide before deciding on a strategy for your squad.
  • The outlined strategies are not claimed to exist the only way to exercise this fight. They are simply what seemed to work best in my experiences, but unlike strategies may work better in other groups.

Three Primals

Woken

Whenever certain mechanics are performed in specific means (depending on the boss), the 3 primals will gain stacks of "Aetherically Charged," which tin can be seen on their vitrify bar. Once they reach their 4th stack, they will gain the "Woken" status, glow with a blue aura, gain new abilities, and change how other abilities function. When a primal is defeated with the "Woken" status, they will drop behind a pillar of light on the loonshit. When a role player steps within this colonnade, it will disappear and they will obtain the condition "Beyond Limits." This vitrify completely fills your Limit Break gauge when a Level 3 Limit Break is used by that person. This is required to progress past the 3 primals, and then keep that in listen.

Phase 1: Garuda

Garuda's Abilities:
  • Slipstream:Frontal cleave with a 2.5s cast fourth dimension dealing significant magical damage and inflicting a stun. As Garuda stands still during this cast, it tin can exist avoided by moving away from her front. Consider information technology an unmarked cone AoE that should be avoided.
  • Mistral Song:A light-green marker volition be placed on a healer. Garuda volition then plow around, face the target, and burn off a line AoE in that direction dealing heavy magic harm. Must be mitigated by having a tank stand in front of Garuda, and taking the first hit. Garuda then will summon a cyclone under where the first actor in line was striking.
  • Downburst:Heavy physical tankbuster with no cast fourth dimension that cleaves. WhenWoken, becomes a divide tankbuster that the whole party can soak.
  • Feather Rain:Garuda will shriek loudly, jump in the air, and spawn multiple small circle AoEs under players. Being striking by these will deal heavy magic damage and utilize a "Windburn" dot, dealing massive damage (well-nigh 14k a tick!) for 18s.
  • Aeriform Nail:Raid buster dealing massive magical harm to all players.
  • Friction:Garuda will face a random player and hit them with small splash AoE dealing magic impairment. Inflicts a stack of Thermal Depression to all players striking.
  • Centre of the Storm:The outer ring of the arena will glow purple to signify a cyclone appearing on the edges of the arena. Stepping on the border when this cyclone is active volition deal lethal magic damage.
  • Wicked Cycle:Small-scale circumvolve AoE dealing lethal physical damage to all players in melee range.
  • Wicked Tornado: Instant raid-broad donut AoE dealing lethal magic damage. But appears when Garuda is Woken and immediately after Wicked Wheel. There are two safe spots: i in melee range and i very far from Garuda.

Begin by pulling Garuda to the north side of the arena. Shortly after, she will immediately brainstorm with a Slipstream and marking a random healer for Mistral Song. Make sure to have a tank in between Garuda and the healer as shown below.

Alternatively, you can likewise forego all healer movement and but take the tank stack in front end of the party, with the marked player in the party stack, just this will issue in significantly more than damage on the raid. You also have the option of just using Comprehend on the healer, if you have a Paladin in your party.

Garuda will follow upwardly with a second Slipstream, followed by aDownburst, and spawn four Satin Plumes,tethering to random DPS; and 1Spiny Feather, which will tether to the first person to set on it. If left alone, Satin Plumes will explode, inflicting all players with a slumber, meaning they must be killed as soon as possible. Make sure to group upwards and AoE them down. Have your tank pick up the Spiny Plume as soon as possible. The Spiny Feather, on the other hand, will periodically castWhirlwind on the tank, dealing significant magic harm and inflicting a stack of Thermal Low. Before killing this Spiny Plume, it is very important that your tank takes two hits of Cyclone in order to gain ii stacks of Thermal Low. While you lot're fighting plumes, Garuda volition use Feather Rain.Make certain you listen for her scream, which volition signal when you'll have to move to avoid information technology. She'll immediately follow up with a Mistral Shriek.

Note: Thermal Low persists through decease, so don't worry about having people with the buff dying if you can rez them in time.

Super Cyclone

Chimera left behind by Spiny Feather shown above.

When the Spiny Feather is defeated, it will use Gigastorm, exploding for a small AoE circle around it, and leaving behind a large greenish bubble. Stepping inside this bubble will give players Thermal Loftier (heavily reducing all wind damage), dispel any Thermal Low stacks, and deal magic harm to the raid respective to the number of stacks in the form of Super Cyclone(1 stack will deal small magic harm, 2 stacks will deal significantly more magic harm, and 3 stacks will bargain lethal magic damage that volition wipe the raid). It's important to note that whenever a histrion dispels 2 stacks of Thermal Low, Garuda will gain a stack of Aetherically Charged.

Garuda will then follow up with two Frictions, targetting random players, and splashing everyone hit for damage and inflicting stacks of Thermal Low.

Hither's a step-by-step guide of how I'd recommend dealing with Thermal Depression Stacks:

  1. Pre-assign a tank and 2 DPS to proceeds ii stacks of Thermal Low. The chosen DPS will exist cleansing their stacks via the puddle, and the chosen tank will cleanse their stacks via Mesohigh tethers. Make certain yous carefully choose these players, as your remaining players with i stack will be in charge of mechanics in the Ultima phase, specifically Ultimate Anything and Ultimate Suppression.
  2. Have the called tank recieve two Thermal Low stacks from the Spiny Plume, and immediately defeat it while avoiding Feather Pelting.
  3. Heal up afterward Mistral Shriek, and have the tank with ii stacks run into the puddle. Garuda should at present accept 1 stack of Aetherically Charged.
  4. For the starting time Friction bandage, have your whole political party stacked for Friction, with your 3 pre-assigned players standing exterior the bubble, and the rest of the party inside. Your iii players should accept 1 stack.
  5. For the second Friction cast, take your whole party stacked for Friction, with everyone outside the chimera. You should take 3 players with 2 stacks, and the residue of the political party with 1 stack.
  6. Have the two DPS (preferably melee DPS) move into the bubble one by ane, cleansing their stacks. Make certain to leave ample fourth dimension for your healers to heal damage done by Super Cyclone in between each feed. Garuda should now have 3 stacks of Aetherically Charged.

If done correctly, you will have v players with 1 stack of Thermal Low, and 1 player with 2 stacks of Thermal Low.

Notation: Information technology is possible to wake upwardly Garuda before Mesohigh tethers, during the Spiny Plumage bubble, by having the third person with 2 stacks of Thermal Low walking into the bubble. However, I wouldn't recommend this, every bit it both makes an already hard healing phase fifty-fifty harder, and introduces extra mechanics which don't have to be seen in order to articulate the fight.

Garuda volition follow up with an Middle of the Storm, and summon Chirada and Suparna (akaSisters), untargettable adds that have like skills to Garuda. Afterward beingness summoned, they will immediately use Feather Rain (remember to listen for the scream!) and mark a DPS and healer with Mistral Vocal, jumping to the edges of the loonshit. Sisters will always jump to ii of the four cardinal points of the arena. Drag Garuda to the wall as yous dodge Plumage Rain then you don't take to worry almost Wicked Wheel, which she will cast adjacent. Have your party stack straight in the middle, with tanks in front of each sister (but not at the border, equally Eye of the Storm will exist active) to intercept the beginning hitting of Mistral Song. I'd recommend having one tank take the first sis going clockwise starting from northwest, and the other tank taking the start sister going counter-clockwise starting from northwest. Remember tornadoes volition spawn nether the first hit players, then you may accept to reposition the party to avoid them.

Only two sisters will appear. This diagram shows all 4 possible locations for sisters to spawn. Majestic indicates Eye of the Storm, which is an unsafe area.

Subsequently tornadoes resolve, drag Garuda back to the middle, as she will use some other Eye of the Tempest. She will and then summon some other fix of 4 Satin Plumes, so burn them chop-chop equally you did in the offset of the fight. At the same fourth dimension, the ii sisters will appear in the east and the due west sides of the arena and tether random players withMesohigh, dealing heavy magic damage that must exist mitigated with at least 1 Thermal Low stack. I'd recommend having your tank with ii stacks and a DPS with 1 stack (preferably ranged) take the tethers, while the political party stacks together defeating Satin plumes, and the other tank takes a Downburst. If you lot've been following the outlined strategy, and your final ii stack Thermal Low player takes a tether, these tethers will give Garuda her final Aetherically Charged stack, making her "Woken."

Yellow dots indicate the players who volition be taking the tethers. Alternatively, if you want your tanks to take these tethers, you tin can rotate the diagram and have Garuda face e or w, with the other tank taking the other tether. Keep in heed that tethers will practice a point-blank AoE around their target that will cleanse Thermal Low stacks, so be careful to not stack together with people taking tethers.

Every bit soon as Mesohigh tethers resolve, the sisters will shriek and jump once more, using Feather Rain, followed past Garuda using some other Slipstream. Garuda will then follow up with a Wicked Wheel into Wicked Tornado combo, equally she is woken. Make sure to avoid the bicycle commencement, and so move into melee range as shortly every bit the mark disappears, as Wicked Tornado has no bandage time. She will follow up with a woken Downburst, which must be taken past at least both tanks every bit a split tankbuster. She will then use a final Slipstream, earlier enraging.

At 2:55, Garuda will become untargettable, jump in the air, and use a Feather Rain followed by a lethal Aerial Smash, serving as an enrage.

If this phase was washed every bit described, you should be defeating Garuda with iv players having 1 stack of Thermal Low (one tank, 1 DPS and ii healers), of which 3 yous volition need in later phases of the Ultima Weapon. Afterwards defeating Garuda when she is Woken, a light puddle will appear where she is defeated. Make certain your pre-assigned healer, caster, or melee picks up this puddle.

Rotation

  • Slipstream

  • Mistral Song

  • Satin Plume x4 + Spiny Plume Spawn

  • Slipstream
  • Downburst

  • Plume Rain

  • Mistral Shriek

  • Friction

  • Friction

  • Feather Rain

  • Aeriform Smash

  • Sisters Spawn
  • Feather Rain (Sisters)

  • Eye of the Tempest + Mistral Song x2

  • Wicked Wheel

  • Feather Rain

  • Satin Feather x4 Spawn

  • Centre of the Storm

  • Slipstream

  • Mesohigh x2 + Downburst

  • Feather Rain

  • Slipstream

  • Wicked Cycle + Wicked Tornado

  • Downburst

  • Slipstream

  • Plumage Rain

  • Aerial Blast (Enrage)

Phase two: Ifrit

Ifrit'south Abilities:
  • Radiant Plume:Large red circles will appear in the arena, in different configurations, which will and then explode in a pillar of flames subsequently 4 seconds. Standing on these circles when they explode will result in lethal magic damage.
  • Blood-red Cyclone:Ifrit will jump outside the loonshit and will brainstorm to accuse up for 3 seconds. Afterwards, he will dash across the arena in a straight line, dealing lethal magic harm to all players hitting. WhenWoken, this charge leaves behind an afterburn in the shape of a cross 45 degrees off from the woken charge, dealing lethal magic harm to all players hit.
  • Hellfire:Raid buster dealing massive magical damage to all players.
  • Vulcan Outburst:AoE covering a big radius effectually Ifrit dealing small magical damage (approximately v-5.5k damage) only a very big knockback. When shielded so that the attack does 0 damage, knockback does not apply.

In order to consistently shield Vulcan Burst, make sure to pair upwards an AoE shielding power (Aspected Helios/Succor) with at least 1 healing or mitigation cooldown.

  • Incinerate:Tankbuster dealing heavy burn down-aspected breath impairment to it's target, and inflicting a Fire Resistance Down 2 debuff.
  • Infernal Fetters:A random DPS and the player second in enmity (usually a tank) will be tethered together, both being applied with an Infernal Fetters debuff, reducing impairment washed and inflicting a menial DoT. Moving far from each other will increase it's stacks. The more stacks inflicted, the more than severe the damage downwards and dot applied.
  • Inferno Howl:Ifrit turns effectually and faces a healer and inflicts Searing Wind on them for 18s. Healers with this debuff will periodically explode with an AoE similar to Vulcan Burst, but dealing significantly more damage. Searing Wind volition nevertheless explode fifty-fifty if the player who has the buff is incapacitated. WhenWoken, Searing Air current has a 30s duration.
  • Eruption:Red markers appear under players, which volition then explode later 2.5s, dealing lethal magical impairment. Can usually be baited by the furthest players from Ifrit.
  • Flaming Crush :Ifrit volition target a random DPS with a red triangle marker over their head. Ifrit will then aim a fireball at that person and hit them with a split AoE that must be shared. When Woken, Flaming Crush inflict Accursed Flame, a heavy DoT (10k/tick), on all players hit, with the elapsing of the DoT decreasing the more players striking. A 6 role player stack will result in only a 3s duration, but a role player taking it alone will take a elapsing greater than a minute. This DoT persists through expiry. On six people, the fireball does about 30k with no extra dot ticks.

    Only one of the 2 marked spots in the diagram will be condom. Brand sure where you lot're running is rubber before y'all sprint there, as if yous double back y'all'll probable dice to Radiant Plumes.

Later Garuda is defeated, Ifrit volition appear at random cardinal, and begin charging across the arena viaCrimson Cyclone.At the same time, the entirety of the arena will be covered in Radiant Plumes,leaving simply 1 of 2 possible safe spots at the perpendicular cardinals of the arena, as shown in the following diagram. Stack in the middle of the loonshit, look for the safe spot as soon every bit the plumes appear, and dart to it.  Information technology is possible to time your dodge and then you slide in to safe spots covered past Ifrit'south Ruby-red Whirlwind, but it'southward more problem than it'due south worth.

Ifrit will then land and begin casting Hellfire,post-obit up immediately with a Vulcan Outburst. Brand sure this is shielded to avoid existence knocked into the wall. Ifrit does not share an enmity table with Garuda, so your tanks need to catch enmity as soon as possible. Ifrit will then follow up with iii Incinerates,which tin either all exist taken by a single tank with invulnerability CDs, or a tank swap in between each carve (i.e. tank A gets striking by 1 cleave, tank B provokes and gets hit past the second, and tank A provokes back and gets hit by the third). After a brusque pause, Ifrit will then summon iv nails.

Infernal Nails

Keep in heed nails volition not always be in this exact position, so you may have to rotate in order to make your position match this diagram.

While the positions of Infernal Nails is random, they will always spawn in the same formation of ii close nails, and two far nails, as shown in the following diagram. When an Infernal Smash is destroyed, information technology will explode for raid wide impairment in the form of Infernal Surge,dealing moderate magic damage and inflicting a 1s stacking Vulnerability Up, preventing players from destroying multiple at the same time. When an Eruption puddle hits a nail, the boom volition grow in size, gaining a stacking Vulnerability Down (~10% impairment downward per stack) and Harm Up buff. When a nail with 2 of these stacking buffs explode, not but will the Infernal Surge result in doing more damage, but Ifrit will also gain a stack of Aetherically Charged.In order to requite Ifrit the Woken status, all iv nails must be destroyed when they have been hit with ii Eruptions, thus having 2 stacks of Damage upwards and Vulnerability Down. The order that Infernal Nails are destroyed will make up one's mind the order of Ifrit'due south Crimson Whirlwind charges in a afterwards phase (i.eastward. the first Crimson Whirlwind comes from the aforementioned location as the start boom that was killed).

Drag Ifrit in-between the closer nails every bit shown in the diagram. Very before long after summoning nails, Ifrit volition target a random healer with Infernal Howl. Have this healer run to the dorsum of the room, as close to the wall opposite Ifrit as possible. Ifrit will then use Infernal Tethers, tethering the off-tank and a random DPS together, and brainstorm casting Eruptionson the two furthest players from Ifrit. Make certain that at least two Eruptions hit every boom, in society to successfully wake Ifrit. Bait Eruptions similar shown below:

Non 100% to scale, only make sure that your beginning two eruptions hitting the first nail on your side, and the last 2 eruptions hit the second nail on your side. Also on this diagram is the recommended kill order for nails. To exist safety, information technology is possible for the last eruption baits being placed near the middle to hit both nails, but in instance one side misses their nail.

Kill the nails in the society shown to a higher place in order for Crimson Cyclones to dive in line, easy to contrivance by moving counter-clockwise later in the phase. Make sure you remember the location of the last boom you lot killed, as this volition be where you begin the second gear up of Scarlet Cyclones.

When all nails are defeated, Ifrit volition jump to the center of the loonshit and use another Hellfire, following up before long by using Infernal Howl on a random healer, and immediately following upwards with Eruption. As this Infernal Howl is woken, the Searing Wind debuff will have a longer duration, then be wary. Later Eruptions resolve, Ifrit clones volition nuance along the arena through the cardinals. In order to deal with this, have your current tank pull Ifrit toward the SW edge of the arena equally shortly equally Hellfire resolves. Have ii pre-assigned (preferably ranged) players stand near the dorsum of the arena, ready to bait Eruptions along the wall toward the SW edge of the loonshit. The goal is for these players to cease in the aforementioned place equally the party, already in a condom spot to dodge eruptions. Your healer with Searing Wind should movement toward the NE edge of the arena as soon as possible. This motility should look something similar shown below:

As before long as this move is over, Ifrit will use Infernal Howl over again on the other healer. For a short while, you will have ii Searing Winds in the arena, so be wary. I'd recommend having this healer move to one of the two free intercardinals. While both Searing Winds are out, Ifrit will mark a random DPS with Flaming Beat.Make sure anybody (bated from the healers) is stacked for this fireball. A targeted Deployment Tactics Adloquium or Cure III works wonders. 1 of your Searing Winds should wear off hither.

Immediately later, Ifrit will jump, and spawn 3 other clones of himself along the arena, in a formation identical to the nails earlier in this phase. One of these charges volition be a woken Ifrit, glowing with a bluish aura. This ifrit will get out behind an afterburn ~3s later he charges. If the woken Ifrit charges from cardinal to key, the afterburns volition consist of 2 line AoEs that hit across the intercardinals. If the woken Ifrit charges from intercardinal to intercardinal, the afterburns will hitting across the cardinals. The goal is substantially to dodge charges in a style where yous end upward in either a cardinal, or intercardinal indicate depending on where the woken Ifrit is.

Start at the position of the fourth Cherry Cyclone, (except for your Searing Wind healer, who should be opposite this location. If the nails were killed in the Z guild shown previously, the charges will essentially be dodged if you just encounter where charges resolve, in a counter-clockwise direction. If either the 1st or 3rd Ifrit is the woken i, you will dodge into the kickoff Ifrit'southward dash, essentially rotating 45 degrees counterclockwise. If either the 2nd or 4th Ifrit is the woken one, yous volition finish between the 2nd and fourth ifrits, essentially rotating ninety degrees counter-clockwise. Your Searing Wind healer volition exist doing the same contrivance, albeit from the opposite location of the party, standing contrary the 4th Crimson Whirlwind.

Ifrit will then land in the heart of the arena, and shortly follow up with another 3 Incinerates. Deal with these the same way as earlier in the phase, Ifrit volition then utilize another Eruption, targeting the furthest two people. Ifrit volition then use another Flaming Beat (all 8 players can stack for this one), enraging shortly later on.

At 2:45 after the phase begins, Ifrit volition become untargetable and use a lethal Hellfire, serving as an enrage.

After defeating Ifrit when he is Woken, a light puddle volition appear where he is defeated. Make sure to look before picking up this puddle, as Titan will state on the ground with Geocrush very shortly after Ifrit is defeated, likely killing anyone that's not correct at the wall. Make sure your pre-assigned healer, caster, or melee picks up this pool after Geocrush resolves.

Rotation

  • Crimson Cyclone + Radiant Plumes
  • Hellfire
  • Vulcan Boom
  • Incinerate x3
  • Infernal Blast x4 Spawn
  • Inferno Howl
  • Eruption x2
  • Hellfire
  • Inferno Howl
  • Eruption x2
  • Blood-red Cyclone (Cardinals)
  • Inferno Howl
  • Flaming Beat
  • Ruby Cyclone x4 (Woken)
  • Incinerate x3
  • Eruption x2
  • Flaming Crush
  • Hellfire (Enrage)

Phase 3: Titan

Titan'south Abilities:
  • Geocrush:Titan will rotate and face a cardinal direction, and continue to spring to the edge of the loonshit in that direction. Deals heavy magic damage based on proximity from his touch point.
  • Earthen Fury: Raid buster dealing massive magical harm to all players.
  • Stone Buster:Tankbuster with no cast fourth dimension dealing heavy concrete damage to it's target. Cleaves. This assail is always followed up by a Mountain Buster.
  • Mountain Buster:Tankbuster with no cast time dealing severe physical damage to it'south target. Cleaves.
  • Weight of the Land:Ground AoE actualization under random players twice in a row, which then explode. WhenWoken, footing AoEs announced three times in a row.
  • Upheaval:3s bandage knocking dorsum all players from Titan'south position.
  • Rock Throw:Titan will throw rocks downwardly on the arena. If a player is beneath where these rocks spawn, they'll take lethal harm in the form ofBury. After landing, rocks will also brainstorm castingBurst, exploding in a small AoE circles around them.
  • Granite Gaol:Titan marks a random (not-MT) thespian with a small-scale marker nether their anxiety. Shortly afterwards, this player will be inflicted with Fetters, existence unable to move, and locked inside a Granite Gaol, which volition brainstorm casting Granite Impact. Players must be broken out before Granite Touch on finishes casting past either DPSing the Gaol down, via Burst from a Rock Throw stone, or via the explosion of another Granite Gaol. When destroyed via Burst or another Granite Gaol, it leaves backside a large sludge puddle, dealing lethal impairment to all players who step inside. When a puddle is nether Titan, Titan will proceeds stacks ofAetherically Charged.
  • Landslide:V line AoEs volition appear from titan. Being hit past these will result in heavy magical harm and a large knock back, probable pushing into the wall and instantly kill them. WhenWoken, Titan will follow up with a second set up of Landslides, which will hit in betwixt the kickoff set of landslides, as shown below.

This diagram is non to calibration. Brown landslides
are the start hit, while ruby-red ones are the 2d hitting. Second Landslides are basically hitting in-betwixt the first, and as long as y'all walk into where the kickoff landslide was, you'll avoid the second.

  • Tumult: Raid-broad set on dealing moderate magic damage to all players. Ordinarily happens multiple times in a row, in quick succession.

Very shortly after Ifrit is defeated, Titan volition land on the basis with aGeocrush in the middle of the arena. Make sure players are correct at the wall to avert lethal damage (and I mean correct at the wall, even a stride closer to the heart of the arena will upshot in lethal damage.) Brand sure to pick up the light pool later on Geocrush resolves. Titan will then follow upwards with an Earthen Fury, so make certain all players are topped and shielded. Titan does not share an enmity tabular array with Ifrit, and then your tanks demand to grab enmity equally soon as possible. Titan will follow up with a Stone Buster into Mountain Buster combo, dealing heavy harm to his target, and follow upward with a Weight of the Land. As soon every bit the 2d Weight of the Land is resolved, Titan will rotate to confront a random cardinal direction, and jump toward it, dealing proximity damage in the form of Geocrush. This too makes the loonshit smaller past extending the death wall, and then be wary. Have your party run reverse the direction Titan was facing (i.due east. if Titan was facing north, motion south) and fix for Geocrush impairment.

Upheaval

Every bit shortly as Titan lands, he volition begin channeling Upheaval, as well as use Rock Throw, summoning 5 rocks in ane of two configurations, shown beneath:

You'll have some elbowroom (but very little), and so brand sure y'all get knocked dorsum into the safe spot.

Look at the feet to get a better experience for the spot. You'll be moving either left or correct of the arrow depending on the condom spot, so exist wary!

When these rocks land, all players nether them will be killed byBury, dealing lethal damage. Rocks volition too brainstorm casting a small-scale circle AoE around them,Outburst, dealing lethal impairment to all players existence caught in the nail. In club to be knocked back into the stone condom spot from Upheaval, you lot'll accept to stand inside Titan's hitbox, a footstep to the right or left from the pointer, roughly shown in this picture:

Shortly later on, a 2nd stone volition land on the previously safe spot, and Titan will mark 3 players with Granite Gaols.

Granite Gaols

Titan will and so use Granite Gaol on three random players, and begin channeling two Landslides in a row. Your goal is to have all three of these players position themselves in a line, having the player furthest from titan gratuitous themselves from their Gaol via the remaining rock throw rock'sFlare-up. The Granite Gaols volition so explode each other, similar to a daisy chain, leaving the last puddle underneath Titan, equally shown below. Gaol'd players will have to dodge the beginning Landslide, only are safe to position themselves on the 2nd Landslide without existence hitting. In order to make positioning easier, I'd recommend baiting the first Landslide through the middle of the arena.

Your showtime Gaol should be placed right outside the remaining rock's burst, your second rock should be placed on the left or right of the center of the arena, and your third rock should be placed roughly on the midpoint betwixt Titan and the second rock.

Ane of the hardest parts of executing this fight is quickly determining which players should go where in the brusk timespan you go. There are many strategies your squad can adopt to make this easier, though. Strategies include calling "front, middle, back" on the fly, having pre-assigned priorities, having a third party tool phone call out positions for you or automatically utilize markers on players, etc. Discuss with your team which strategy you'd like to utilize.

Titan will then follow up with a prepare of 8 Tumults, so make sure everyone is stacked together near Titan for healing. Titan will then utilise another Weight of the Land, so dodge accordingly. If Gaols were done correctly, Titan should gain the Woken status at this point, and begin using his first woken Landslide. Make certain to dodge out of the first striking, then motility back in earlier the second. Again, Titan will face a cardinal once more, and jump toward it, dealing harm in the form of Geocrush, and making the arena smaller. Take your party run opposite where he jumped, like to how it was done earlier.

It's worth considering to drag Titan to the middle before he jumps, in order to more hands see what location he faces earlier he jumps. If you keep tanking him at the wall, information technology may be easy to fault which direction he's facing.

After landing, Titan will once again use Granite Gaol on a random healer, which must exist destroyed immediately. Titan will and then shortly follow upward with a Landslide, into a set up of 6 Tumults. Dodge and heal as necessary. Later the 6th Tumult, Titan will use another Stone Buster into Mount Buster philharmonic, as well every bit summon 4 more than rocks to drib in the centre of the arena, working identically as earlier. They drop ane by 1 in a clockwise formation, so brand sure to avoid the middle. While this is going on, Titan will likewise use a triple Weight of the Land, followed past some other woken Landslide. Proceed in listen that throughout this dodge, the middle is not safe, then you'll have to dodge along the edges.

If you desire to make this dodge braindead, information technology'due south possible to do a mariokart-esque strategy for this dodge. Take everyone stack for the first Weight of the Country, motion correct outside information technology, withal stacked, to bait the second Weight of the Land, and so brand a mad dash around the arena, stopping correct before the Landslide marker, and so moving into it. Y'all'll lose a lot of uptime, but Titan's DPS cheque is adequately lenient. Information technology should not matter that much.

Titan will follow up with another Stone Buster into Mountain Buster, and so follow up with some other ready of Weight of the Lands. He will then Tumult 8 times. At ~ii:45 after the stage begins, Titan volition become untargetable and use a lethal Earthen Fury, serving as an enrage.

After defeating Titan when he is Woken, a low-cal puddle will appear where he is defeated. Make certain either a healer, caster, or melee picks up this pool. At this point, your pulley, healer, and melee should all have a Breaking Limits buff, to prepare for the next phase.

Rotation

  • Geocrush
  • Earthen Fury
  • Rock Buster
  • Mount Buster
  • Weight of the Land
  • Geocrush
  • Upheaval + Stone Throw
  • Granite Gaol x3
  • Landslide
  • Landslide
  • Tumult x8
  • Weight of the Land
  • Landslide
  • Geocrush
  • Granite Gaol (Healer)
  • Landslide
  • Tumult x6
  • Rock Buster
  • Mountain Buster
  • Rock Throw x4 (Middle) + Weight of the State
  • Landslide
  • Rock Buster
  • Mountain Buster
  • Weight of the Land
  • Tumult x8
  • Earthen Fury (Enrage)

The Ultima Weapon

Phase 4: Lahabrea

This phase volition consist of the political party having to use 4 Level 3 Limit Breaks in a row, thanks to the Beyond Limits buff that drops at the end of each primal. The stage begins with iv big pillars dropping on the cardinals of the arena, dealing proximity-based magic impairment in the class ofFreefire. Make sure players stacked in the eye of the loonshit and shielded appropriately. 6 Magitek Bits will then spawn across the loonshit, each beginning to cast a 12sSelf-Destruct.These must be destroyed instantly with a level 3 pulley Limit Intermission. Keep in heed damage variance may result in caster LB non completely destroying some Magitek Bits, then have players hitting them all individually while your caster limit breaks.

Soon after the Magitek Bits are destroyed, Lahabrea will appear and bandage Blight, dealing impairment equal to all player'due south maximum HP minus i, and inflicting both an 8s doom, and a 4s Down for the Count debuff. This doom must exist dispelled via a level 3 healer Limit Pause. Lahabrea will then become targettable, and begin casting Dark Four, a 17s cast dealing 999,999 damage. Equally Lahabrea takes significantly less impairment, the only feasible way to kill him before Dark Iv finishes casting is via a level iii melee Limit Interruption. After Lahabrea is defeated, the Ultima Weapon will appear and begin casting Ultima,a raidbuster dealing massive magic-based damage that must be mitigated via shields and a level 3 Tank Limit Pause. Essentially, you will have to Pulley LB, then Healer LB, then Melee LB, and finally a Tank LB.

Note: Apart from the pulley LB, which should be used as shortly equally Freefire harm appears on the screen, all other LBs can be used equally shortly every bit they become available, which ways your healer, melee, and tank can spam the LB button when information technology is their turn and they will correctly fourth dimension their Limit Breaks.

Phase five: The Ultima Weapon

The Ultima Weapon absorbs all abilities from previous primals, also equally gains the following:

The Ultima Weapon's Abilities:
  • Ultima Aether:Duty Judge that appears throughout this whole phase. If it reaches 100 before the cease of the fight, Ultima will gain an insane Harm Up vitrify, likely wiping the raid. It increases gradually when Ultima casts some abilities past 4, and likewise increases by 4 with every decease.
  • Ultima:Massive raidbuster dealing extremely heavy magic damage. Must be mitigated via the utilize of a Level 3 Tank Limit Suspension.
  • Tank Purge:Raidbuster dealing heavy magic harm.
  • Homing Lasers: Very heavy tankbuster (~125k unimitigated) targeting the actor with the 2d highest enmity, in a pocket-sized circle around them.
  • Gummy Aetheroplasm: Assault applying the Viscous Aetheroplasm debuff, which explodes later on a short period of time for heavy magic damage that tin be soaked with the party. Information technology's a small circumvolve AoE, so any players near the target volition become a Viscous Aetheroplasm debuff if they are also hit.
  • Diffractive Laser:Tankbuster with no cast time dealing moderate magic harm. Cleaves.
  • Aetheric Boom:Knockback originating from Ultima hitting all players. Is accompanied by 4 sets of Aetheroplasms.

This stage alternates betwixt complex series of mechanics (which will be referred to every bit 'Intemissions'), and burn phases where the boss is targettable, but with significantly less circuitous mechanics (which will be referred to every bit 'Active Phases'.)

Later on Ultima, the Ultima Weapon will devour all of the primals in a fairly lengthy in-fight cutscene, and proceed to employ Tank Purge,followed closely past Homing Lasers,before casting Ultimate Predation.

Intermission I: Ultimate Predation
  • Garuda spawns in a random quadrant nigh the center of the arena. Ifrit and Ultima spawn in a random intercardinal. Titan spawns in a random key, shifted to either right or left of the direct cardinal.
  • Garuda begins to apply a woken Wicked Wheel, which means information technology is followed followed by Wicked Tornado. This Wicked Tornado can exist outranged.
  • Ifrit will use a woken Crimson Cyclone, leaving backside afterburns roofing the cardinals.
  • Titan will use a woken Landslide, making information technology a double hit.
  • Ultima will use Ceruleum Vent, covering its entire quadrant.
  • After all is resolved, Garuda will utilise Feather Rain.

Simply count 4 from the border and you're in a rubber spot!

While this mechanic seems daunting at first, information technology is really very simple. There are these lilliputian runes around the arena that completely trivialize the mechanic. Find Garuda and Ifrit, and make sure you're positioned contrary Garuda'south quadrant (i.e. if she spawns Northwest of the center, go to either the East, Southeast, or Due south edge of the arena), and make sure you lot're dodging Ifrit's Reddish Cyclone. The spot you're dodging to cannot have either Titan or Ultima near it. After the Crimson Cyclone resolves, count 4 runes from either side, and stand on that spot. This should be a safe spot from everything that goes on in the 2nd half of this break. You might take to dodge a landslide during the commencement half, only merely dodge into the rune and you're golden. Beneath is an example of a theoretical "worst-example scenario" and how to bargain with information technology.

Brand certain stay together to bait the upcoming Feather Rain, and motion toward the heart on the shriek. Ultima will teleport back to the middle of the arena, commencement the first Active Phase.

Agile Phase I

Ultima volition teleport to the middle of the arena, Spawning the three primals out do to a variety of abilities. In order:

  • Ifrit spawns at the north edge of the loonshit, and casts a baitable Eruption.
  • Ultima casts Radiant Plume along the edges.
  • Titan spawns far from Ultima, so this position is baitable.
  • Equally soon as Radiant Plume resolves, Titan throws rocks along the center of the loonshit, in a clockwise fashion.
  • Ultima and Titan both apply Landslide on a random player. Just Titan uses a woken landslide.
  • Titan begins to use Tumults, while Ultima uses Viscous Aetheroplasm on the current tank.
  • Sisters spawn at the East and West of the loonshit, and use Wicked Cycle.
  • Garuda spawns at the centre of the loonshit, and uses Mistral Shriek. At the same fourth dimension, sisters volition spring and utilize Plumage Rain.
  • Ultima will cast Homing Lasers on the role player with the 2d highest enmity.
  • Garuda jumps and uses Plume Rain.

While this seems like a lot, many of these mechanics are fairly simple to avoid by pulling the boss most south, baiting Titan abroad from the party. Below is a diagram that shows my recommended strategy. You lot're essentially sitting in the s of the arena, and almost mechanics should resolve themselves.

Notation: You can also practise this phase past dragging the dominate slightly north, instead. Everything should play near fairly similarly, except y'all still need to have your Eruption baiters move southward.

Alternatively, you tin can accept the concluding Aetheroplasm stack with the party to divide the harm, and have the OT take the homing missile solitary. Just be wary that the Viscous Aetheroplasm application is a carve, so be wary. After all of this is over, Ultima will begin castingUltimate Annihilation.

Intermission II: Ultimate Annihilation

While labeled every bit an intermission, Ultimate Annihilation is different in the fact that you tin still target and hit the Ultima Weapon throughout this phase. The phase goes every bit follows:

  • Ultima teleports to the due north border of the arena, Garuda spawns at the southward, Ifrit and Titan both spawn at either the southeast or southwest of the arena.
  • Titan uses Weight of the Country, while Ifrit marks a random non-tank for Flaming Trounce (Fireball). Garuda uses Eye of the Storm.
  • Second Weight of the State puddle appears, and Garuda tethers a random player with a Mesohigh tether.
  • The third Weight of the State puddle appears, and an Aetheroplasm orb spawns near the southeast of his hitbox.
  • A random healer gets marked with Searing Current of air, and Garuda uses Plume Rain. A scecond Aetheroplasm orb spawns virtually the southeast of his hitbox.
  • Titan uses a woken Landslide, and Ifrit dashes in a directly line through an intercardinal.
  • Titan uses his second Landslide striking, and Ifrit leaves afterburns in a cross through the cardinal points of the arena.
  • A 3rd Aetheroplasm orb spawns near the southeast of his hitbox.
  • Garuda uses Center of the Storm and tethers a random player with Mesohigh.
  • Ultima begins using a Tank Purge.  A quaternary Aetheroplasm orb spawns almost the southeast of his hitbox (about halfway through the cast).
  • Garuda uses Plumage Rain.
  • Tank Purge cast finishes.

What's disquisitional of Ultimate Annihilation is the Aetheroplasm orbs that spawn throughout the phase. When a player is within the orb's AoE, they will have menial impairment and be tethered to Ultima, increasing his Ultima Aether gauge by 1 per player.The more people that take an Aetheroplam orb, the greater the tether between two orbs will be during the Aetheric Blast phase, which ways the more time yous'll take to take said orbs in the Aetheric Nail stage. Each orb that spawns corresponds to an orb in the Aetheric Nail phase, with the first orb being northwest, and continuing on clockwise. More info can be institute in the Aetheric Boom portion of this guide.

The most optimal way to prepare for these orbs during Ultimate Annihilation is to accept 3 players soak the first and second orb, and 1 role player (preferably a tank) soak the last two (a 3-3-1-1 orb setup, if you volition). This will give you enough time to exist knocked back into the first set up of orbs, heal upward to full, and have the second set. If y'all're confident in your harm and want to take some actress breathing room, consider a 6-iii-ane-one strategy for some extra time in taking a last orb, but this should not be necessary. A recommended strategy can be seen beneath.

You're essentially baiting the Weights of the State about Ultima's hitbox, in society to mantain uptime. Make sure you lot stay stacked, as a Flaming Shell marker volition appear over a actor. Have a pre-assigned role player (i'd recommend a tank) move out of the stack afterward the second Weight of the State to accept the Mesohigh tether. Have your Searing Wind healer move south to fix to take the second Mesohigh tether, contrivance Plumage Rains as they announced, dodge Ifrit charges/afterburns and Titan landslides, and the phase will terminate with Ultima using a Tank Purge.

After the final Tank Purge, Ultima will teleport to the middle of the arena. Searing Current of air volition still be agile for a while after the phase is over, so be wary.

Agile Phase II
  • Eye of the Storm
  • Homing Lasers
  • Eye of the Storm
  • Radiant Plumes
  • Diffractive Light amplification by stimulated emission of radiation
  • Vulcan Burst + Middle of the Tempest
  • Homing Lasers
  • Vulcan Burst + Eye of the Storm
  • Diffractive Light amplification by stimulated emission of radiation

When the stage begins, Searing Air current will still be active on a healer. Position your party as shown below to more than easily transition into this phase.

You may want to drag Ultima closer to north, into the Eye of the Tempest, simply in case Vulcan Burst isn't shielded properly.

The key part of this active phase is shielding Vulcan Bursts that will come out periodically. Make sure your tank who'due south ready to take Homing Lasers is second in threat, as information technology volition come up by shortly. Afterwards, Ultima volition utilise an Eye of the Storm into Radiant Plumage combo. Stand near the edge of the Eye of the Storm, and move into information technology as before long equally it'southward resolved, dodging the Radiant Plumes. I'd recommend taking this opportunity to drag Ultima into the Eye of the Cyclone, merely in case the upcoming Vulcan Burst isn't shielded properly. Ultima will cleave in the form of Diffractive Laser. Set for the upcoming Vulcan Burst by shielding at present. Ultima will follow up with a Vulcan Flare-up into Eye of the Tempest. If shields are non timed properly, your tank may take to use a knockback-cancelling ability like Arm's Length here. Ultima volition then follow upward with a Homing Laser, followed one time more past a Vulcan Outburst into Eye of the Storm. Shielding here is fairly simple, exterior of the tank taking Homing Lasers, which is fairly tight.

When Ultima reaches 49.9%, it will begin casting Ultimate Suppression. This can be pushed early, so exist wary.

You lot should get in your goal to attempt to button Ultima as shortly every bit information technology begins casting Homing Lasers. This will go out him animation-locked, and will allow you to button some extra damage before the fire afterwards Ultimate Suppression, which will straight increase the time earlier Ultima enrages.

Suspension Iii: Ultimate Suppression
  • Garuda spawns at the northwest, Ultima spawns at the northeast, Titan spawns at the southwest, and Ifrit spawns at the southeast. Sisters spawn most the centre of the arena, slightly northwest and southeast of the center. Featherlances begin circumvoluted effectually the arena, going counter-clockwise.
  • iii Eruptions keep 3 random party members.
  • At the second Eruption marker, 2 random non-eruption players go marked with Mistral Vocal.
  • At the tertiary Eruption mark, a random Eruption target gets marked with Granite Gaol.
  • At the fourth Eruption marking, Mistral Songs resolve, the Gaol marker becomes fettered, and Garuda uses a large fan AoE targetting a random player.
  • After the fourth Eruption, The sisters use Feather Rain, and Mistral Vocal Tornados appear. The Gaol begins casting Granite Impact.
  • A second Plume Rain is used past Garuda. Light Pillar begins chasing a random player (The not-tank player who has non been selected by either Eruptions, Mistral Song, or Gaol).
  • Ultima uses Aetherochemical Laser, randomly shooting a line AoE through the center, toward its left, or toward its correct.
  • A Mesohigh tether appears, Titan uses Landslide on a random thespian, and Ifrit marks a random DPS with Flaming Vanquish.
  • Titan'due south second Landslide hit at the same fourth dimension Flaming Beat and Mesohigh tethers resolve.
  • Garuda uses another Feather Pelting.
  • Ultima uses Tank Purge, and the stage ends.

Ultimate Suppression is arguably the greatest wall of the fight, with mechanics seemingly rapid-firing. The phase is fairly simple to digest, however, once it's separated into its master components. The main thing to note is that each histrion (bated from tanks) will be marked with at to the lowest degree 1 mechanic, which means your goal is to notice out who's marked for what as presently equally possible in order to figure out what thespian volition be targetted past Light Colonnade, which will chase a party member effectually with a series of pillars of light dealing magic damage to all players under it when it falls.

Begin past starting in pre-assigned positions fanned out near Garuda, in order to figure out who is the Eruption target. Bait the 2d Eruption moving toward the middle, and have players marked with Mistral Vocal move behind the tanks. Information technology's possible to have a single tank take both initial hits of the Mistral Song, by popping some cooldowns if you lot have any to spare. The rest of the party should proceed moving forrad, preferably baiting the 3rd eruption forwards the sisters, equally shown in the diagram below. A random player will be marked for Gaol, which ways at this point you'll know who will be targetted by the Light Pillar. The gaoled histrion can safely stand inside the fourth eruption and non die, equally they will be fettered before the damage resolves. Dodge out of AoEs, avoid Feather Rain, and intermission the Granite Gaol as soon every bit possible. Keep in listen you'll exist dodging two Plumage Rains in quick succession. Brand certain players not in the party stack don't accidentally Feather Pelting the party stack.

After all of this is completed, take your whole party stacked in 1 position, as shown below, to allurement Landslide. A random player will exist marked with Flaming Crush, and another player volition be tethered by Mesohigh. Motility together as a grouping to avoid Landslide (out and back in), with a pre-assigned player (preferably a tank) separating and taking the Mesohigh tether. Dodge a final feather pelting and get ready for a Tank Purge, so have everyone stacked and shielded. After this phase is over, Ultima will teleport back to the middle.

Aetheric Boom

Starting from here, all damage is vital to give you actress time for the enrage, so button as much damage every bit y'all can. Ultima will brainstorm casting Ultima. This, one time once again, must be mitigated with heavy shielding and a Level iii Tank Limit Break. Ultima will immediately follow up with Aetheric Boom, which will knockback all players, regardless of if they have harm from it or non. However, knockback cancelling abilities such as Surecast do piece of work. This is where the orbs from Ultimate Anything come into play. The more players who take orbs, the longer the tether between the two respective orbs is. The kickoff orb corresponds to the northwestern orb, the second orb corresponds to the northeastern orb, the tertiary orb corresponds to the southeastern orb, and the fourth orb orb corresponds to the southwestern orb.

I'd recommend splitting in 2 groups: 1 with 2 tanks with some CDs, and the other beingness the residual of the political party. Sprint is squeamish here, to accept the 2nd set of orbs every bit soon as you're healed.

If you've been post-obit this guide, have each grouping get knocked dorsum into 1 of the southern orbs, and then sprint n to the second ready of orbs after being healed.

Primals

Later on orbs resolve, Ultima volition use an AoE Viscous Aetheroplasm, giving 3 random players the Gluey Aetheroplasm debuff. Ultima will then summon all iii primals (Garuda, Ifrit, and Titan) in one of three orders:Garuda, Ifrit, Titan; Ifrit, Garuda, Titan; and Titan, Ifrit, Garuda. This means that you will exist able to accurately predict the last ii primals later identifying the starting time. Each primal has a fix rotation, including their ultimate raidbuster, and volition be immediately followed up past the next primal. During each Primal stage, 1 Viscous Aetheroplasm will explode, so your party must be stacked while dodging all of these mechanics. As Primals are not targetable, targeted mitigation such as Addle or Reprisal will exist ineffective during Primal ultimates. Brand sure people are topped and shielded after every Viscous Aetheroplasm explosion, plus an extra class of mitigation (go along in mind primals are untargettable, then abilities that impact the enemy, such equally addle, won't work). Make sure your party has 2 ready safe spots (ideally near the middle of the arena, and on an intercardinal) to stay stacked. I'd recommend using waymarks for this.

Putting markers similar to these will help immensely when analogous to stack together.

Because of the chance that the limit break bar reaches 3 levels hither, the final Primals dance is likely the best place to use it, because an actress LB bar may be filled from heavy raidwide impairment. If your DPS is more than ahead of the bank check, notwithstanding, it's a expert idea to wait until all three primals are washed to melee LB3 to play rubber.

Garuda will begin by using a Wicked Cycle, followed by a Wicked Tornado. The Gluey Aetheroplasm will explode as the Wicked Tornado goes off. Garuda will then follow upward with an Aerial Boom, followed by a Plume Rain. It'south fairly safe to LB every bit before long as you dodge into the Wicked Wheel, yous'll accept well-nigh two-3s of elbowroom to dodge Feather Rain.

Ifrit will begin by using a single set of two eruptions, followed by a set of Crimson Cyclones going beyond the Cardinals. I'd recommend stacking together at either a cardinal or well-nigh the eye, and moving to the intercardinal as presently as possible. The Gummy Aetheroplasm volition explode afterwards Ruddy Cyclones resolve, and will quickly follow up with a Hellfire, so make sure everyone is topped correct subsequently Viscous Aetheroplasm explodes.  It'southward fairly safe to LB during Ifrit, just hit the push as soon as you lot dodge Carmine Cyclone.

Titan volition begin by using a triple Weight of the Land, followed upward by his Earthen Fury.  The Sticky Aetheroplasm will explode after the second Weight of the State resolves, and then information technology is imperative that your party is dodging the same management throughout all 3 Weight of the Lands. You can simply employ dodging right-left-correct from a set position and you lot should be fine. I would not recommend LBing during Titan.

Subsequently all 3 primals are done, Ultima will teleport to the north of the arena and begin charging up his remaining Ultima Aether. As presently as Ultima reaches 100 Ultima Aether,it will begin information technology'due south fairly elaborate enrage. Ultima volition gain a damage up and slowly begin to stun players one-past-ane, pulling them into the center of the arena, and raising them into the air before killing them with Citadel Siege, dealing 999,999 damage. He volition proceed pulling everyone to the middle, starting with players who did the least total harm to Ultima, and ending with the player who did the nigh damage (ordinarily ends upwardly pulling healers, tanks, and then finally DPS in that order). There's a somewhat long animation fifty-fifty after all players are defeated, so make sure to refresh dots for those final seconds of damage.

Rotation

  • Ultima
  • Tank Purge
  • Homing Lasers + Viscous Aetheroplasm
  • Ultimate Predation
  • Eruption x2
  • Infernal Fetters
  • Radiant Plumage
  • Rock Throw x6 (Eye)
  • Landslide (Ultima) + Landslide (Titan)
  • Tumult x7 + Gummy Aetheroplasm
  • Wicked Cycle x2 (Sisters)
  • Mistral Shriek + Plumage Rain
  • Homing Lasers
  • Feather Rain
  • Ultimate Anything
  • Eye of the Storm
  • Homing Lasers
  • Middle of the Storm
  • Radiant Plumes
  • Diffractive Laser
  • Vulcan Burst + Eye of the Storm
  • Homing Lasers
  • Vulcan Outburst + Center of the Storm
  • Diffractive Laser
  • Ultimate Suppression (Tin be pushed early if Ultima is brought under l%)
  • Ultima
  • Aetheric Boom + Aetheroplasm Orbs (x4)
  • Viscous Aetheroplasm (AoE)

Ultima will summon the following three primals in one of 3 orders, merely their rotations are static.

Summon Garuda

  • Wicked Wheel
  • Wicked Tornado + Viscous Aetheroplasm explosion
  • Aerial Blast
  • Feather Pelting

Summon Ifrit

  • Eruptions x2 + Crimson Cyclone (Cardinals)
  • Gluey Aetheroplasm explosion
  • Hellfire

Summon Titan

  • Weight of the Land
  • Weight of the Land
  • Gummy Aetheroplasm explosion
  • Weight of the Land
  • Earthen Fury

Ultima will begin to charge Ultima Aether until he reaches 100.

  • Citadel Siege x7
  • Sabik (Enrage)

If you've defeated the Ultima Weapon, congratulations! You'll exist rewarded with an Ultima Totem, which can be exchanged in Rhalgr's Achieve for an i375 Ultima weapon of your selection.

If y'all have whatsoever questions, thoughts, or concerns, please exercise not hesitate to exit a annotate beneath. If you lot would like to support the creation of this guide, and futurity guides, feel free to donate past clicking beneath.

Special thank you to Team ♿, the UPR/UAR discord servers, and all others involved in collecting data/proofreading for making this guide possible.

Change Log

v1.0 – 6/17/2018

  • Official Release woo

v1.0.one – 6/18/2018

  • Clarified predation diagrams
  • Added duration for woken Searing Current of air
  • Fixed grammar
  • Fixed typos

v1.0.2 – half-dozen/18/2018

  • oh my god the predation diagram was wrong i'k then sorry it'due south fixed at present
  • band aid trigger fix

v1.one – six/xviii/2018

  • Fixed some grammar
  • Added a annotation on ranged taking tether during Suppression
  • Fixed Titan Gaol triggers
  • Added Change Log into the actual page instead of only a annotate

v1.i.1 – 6/24/2018

  • Added a note involving an alternative strategy for Thermal Low. Will write-up on this strategy when possible.

v1.1.two – half dozen/27/2018

  • Fixed all instances of spelling "Supression" into "Suppression"

v1.2 – vii/15/2018

  • Added new information regarding last phase primals.
  • Stock-still bad wording.

v1.iii – seven/xxx/2018

  • Clarified Ultimate Predation strategy.
  • Added diagrams to explain Ultimate Predation more accurately.
  • Indicated cardinal ultimates should have shielding and mitigation in the last phase of Ultima.

v1.3.ane – viii/21/2018

  • Clarified Landslide being baited on a party member during Ultimate Supression.
  • Added damage estimation for Homing Lasers.

v1.3.2 – 2/19/2019

  • Fixed typo relating to strategy in Ifrit nails.

v1.three.three – 2/xix/2019

  • Clarified how Titan'south awoken landslides work.

v1.iii.iv – 10/20/2021

  • Editted Ultimate Annihilation diagram to indicate easier dodging for Searing Wind.
    • (i'yard aware a lot of the guide is withal kind of outdated but I don't do this fight enough in recent years to know new strats aaaa, if you see something that looks wack please please please message me or let me know)

v2.0 – 11/14/2021

  • Removed multiple mentions of "placing waymarks" during the fight, as this feature is no longer bachelor.
  • Removed comparisons to other Ultimate fights in guild for this guide to stand on its own.
  • Renamed all instances of "Darkness" damage into "Breath" damage.
  • Antiseptic Garuda'southward Super Cyclone/Thermal Low phase, recommending more specific roles to take debuffs.
  • Changed Ultimate Annihilation Thermal Low players from 2 tanks and ii healers to 1 tank, 1 ranged DPS, and 2 healers.
  • Rewritten Infernal Blast phase using the "Z formation" strategy in order to stay consistent with common PUG strategies.
    • Removed 'knot' strategy nails, as they are not unremarkably used by PUG groups.
    • New diagrams indicating how to destroy nails and dodge Crimson Cyclones accept been added.
    • Explanation for nails has been changed.
  • Added alternative strategies for Granite Gaol phase.
  • Removed Ultimate Predation strategy of standing and using heavy mitigation to survive Ifrit charges.
  • Antiseptic strategy during Ultimate Anything with new Thermal Low players.
  • Rewritten parts of Ultimate Supression in order to announced more than articulate.
  • Rewritten parts of Primal Roulette as Limit Breaks are no longer as important.
  • Multiple typos or grammatical errors have been fixed.

v2.0.1 – 11/15/2021

  • Updated names of knockback cancelling abilities.
  • Added a redundancy strategy during Infernail Nails. Diagram volition hopefully be updated presently.

to-do

  • Add a detailed timeline for each phase, perchance.

Source: https://clees.me/guides/uwu/

Posted by: keysloger1987.blogspot.com

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