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Difference between revisions of "Dragonsong's Reprise (Ultimate)"

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**'''Clawbound''' (red): Damage taken will result in damage to the '''Left Eye'''.
**'''Clawbound''' (red): Damage taken will result in damage to the '''Left Eye'''.
**'''Fangbound''' (blue): Damage taken will result in healing to the '''Right Eye'''.
**'''Fangbound''' (blue): Damage taken will result in healing to the '''Right Eye'''.
*'''Flare Nova''': Two large yellow orbs will spawn, one next to each eye, which will grow in size once before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage after the orb grows.
*'''Flare Nova''': Two large yellow orbs will spawn, one next to each eye, which will grow in size twice before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage after the orb grows.
*'''Flare Star''': Four small blue orbs will spawn, two next to each eye, which will grow in size once before exploding and wiping the party. Must be soaked by one player, inflicting more damage after the orb grows.
*'''Flare Star''': Four small blue orbs will spawn, two next to each eye, which will grow in size twice before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows.
*'''Mirage Dive''': Cast by both eyes. Two random players with '''Clawbound''' will be hit with a medium-sized AoE that inflicts heavy damage and '''Piercing Resistance Down''', making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times for a total of four sets. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.
*'''Mirage Dive''': Cast by both eyes. Two random players with '''Clawbound''' will be hit with a medium-sized AoE that inflicts heavy damage and '''Piercing Resistance Down''', making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times for a total of four sets. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.
*'''Steep in Rage''': Heavy raidwide damage cast from both eyes and requires mitigation. Will likely kill players if both eyes cast this at once, requiring one eye to be defeated before this cast finishes.
*'''Steep in Rage''': Heavy raidwide damage cast from both eyes and requires mitigation. Will likely kill players if both eyes cast this at once, requiring one eye to be defeated before this cast finishes.

Revision as of 05:55, 25 May 2022

Raid.png

Dragonsong's Reprise (Ultimate)

Dragonsong's Reprise1.png
Level
90
Item Level
605
Difficulty
Ultimate
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Unsyncing
Allowed
Time limit
120 minutes
Tomestones
Patch
6.11

“There are no ifs in history, yet man is wont to cast his mind towards the path not walked.” Thus spoke the wandering minstrel, and at his urging, you reflect upon bygone trials with newfound perspective. Your imagination stirred by the man's masterfully woven verse, you dream of an alternate conclusion to the Dragonsong War─one in which a dear comrade is spared his tragic fate...

— In-game description

Dragonsong's Reprise (Ultimate) is a level 90 raid introduced in patch 6.11 with Endwalker.

Unlock

Guide

It is important to note that there are multiple ways to handle each mechanic in this fight. Below is simply a recommended strategy, but it is up to players and their groups to determine what works best for them.

All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. Players should set their waymarks at the cardinals and intercardinals of the map, as they persist through the several changes of the arena. It is recommended that the waymarks are set with corresponding colors on opposite sides of the arena (for instance, “1” can be located at the north, and “A” can be located at the south). Players will want to divide into two light parties, with at least one player acting as a “pivot”, and again into partners, with one tank or healer for every DPS. For phase three, players should determine where they would like to have “one”, “two” and “three” marked players with “Elusive Jump” and “Shatterspine Dive” stand to mitigate confusion and allow for quick adjustments.

Failing mechanics, if not outright killing the player, will inflict a crippling -50% Damage Down icon1.png Damage Down debuff that lasts for 3 minutes, making the damage checks harder to pass. If the player does not need to immediately be alive for an upcoming mechanic, it is generally better to kill themselves by walking into the wall and then be revived, as the Weakness debuff is significantly less of a damage loss than the Damage Down debuff.

Phase 1: Sers Adelphel, Grinnaux, and Charibert

Abilities

  • Holiest of Holy: Cast by Adelphel, deals heavy room wide damage, and must be mitigated. There is a variant of this attack where Adelphel will appear at a random cardinal of the arena and cast this, dealing proximity-based damage.
  • Empty Dimension: Cast by Grinnaux. Casts a donut AoE with the only safe area within the boss's hitbox.
  • Heavensblaze: Cast by Charibert. Hits one player with a small fire AoE dealing high damage that must be shared with additional mitigation.
  • Holy Shield Bash: Cast by Adelphel. Tethers to a player, then uses this ability, dealing moderate damage and debuffs with Stun icon1.png Stun, and is followed up immediately by Holy Bladedance.
  • Holy Bladedance: A heavy-damage multi-hit attack with a small AoE that will almost assuredly kill whoever it hits.
  • Hyperdimensional Slash: Grinnaux moves to the center of the arena and randomly targets four players. Shortly afterwards, he will fire a cleave at each marked player, dealing high damage, debuffing with Magical Vulnerability Up, while firing a wide AoE directly behind him that must be split by the unmarked players, dealing high damage and debuffing with Magical Vulnerability Up as well. The boss will turn and target the four players who were previously unmarked and repeat the attack. Each cleave fired at a player will leave a portal at the edge of the arena where the attack collided. This portal will tether to players if they get too close, dealing heavy damage and debuffing damage dealt. If the portals are too close together, they will tether and explode, wiping the party. If they are placed on the cardinals of the arena, Adelphel will charge through them later, exploding them and wiping the party.
  • Faith Unmoving: Grinnaux will cast this, knocking all players away a good distance and dealing medium damage. The knockback can be prevented with anti-knockback abilities. There is a variant of this attack where players are marked in pairs and tethered to each other. The tethers must be broken shortly after or both players will die.
  • Dash: Adelphel will drop on the edge of the arena at a random cardinal, perform Holiest of Holy, then dash to another cardinal, dropping several orbs that explode in a small AoE. From that new cardinal, he will dash across the arena, continuing to drop orbs. Finally, he will dash to another cardinal with more orbs. The movement pattern is a zig-zag. Orbs that are too close to Hyperdimensional Slash portals will tether and cause the portal to explode, wiping the party. The boss will immediately follow up with Execution.
  • Execution: Adelphel targets the highest player in his enmity list, and jumps on them, dealing high damage in a small AoE. Any other players aside from the primary target caught in this will be knocked back and instantly die.
  • Holiest Hallowing: Cast by Adelphel. A massive heal on Grinnaux that needs to be interrupted. This is cast three times in this phase.
  • Full Dimension: Grinnaux fires a point-blank AoE within his hitbox.
  • Heavensflame: Cast by Charibert. All players are hit by a medium-sized fire AoE, dealing high damage and debuffing with Fire Resistance Down II, making overlap lethal.
  • Planar Prison: All players are tethered to Grinnaux and inflicted with Planar Imprisonment, which causes the player to die if they touch the edge of the prison.
  • Shockwave: Unavoidable constant partywide damage that slowly grows more intense over time.
  • Brightwing: Cast by Charibert, cleaves the two closest players near him, dealing very high damage and debuffing with Light Resistance Down and Skyblind, which will drop a small invisible AoE at the player's present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate.
  • Pure of Heart: A slow cast spell by Charibert. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if Charibert's HP is above ~30%.
  • The Bull's Steel: Grinnaux's enrage. Takes roughly three seconds to cast, restoring Grinnaux to full health and giving him damage up and invincibility buffs.
  • Brightblade's Steel: Adelphel's enrage. Takes roughly three seconds to cast, restoring Adelphel to full health and giving him damage up and invincibility buffs.

Strategy

The fight will open with Sers Adelphel & Grinnaux as the only targetable bosses. Players should pull both bosses into the center of the arena and focus on keeping Grinnaux and Adelphel at roughly the same level of HP. Adelphel will begin by casting Holiest of Holy, dealing heavy raidwide damage, and Grinnaux will cast Empty Dimension, so players should move into his hitbox. Following this, Adelphel will tether to a random player and begin casting Holy Shield Bash, which the off tank should pick up and turn away from the party. Once the Holy Shield Bash/Blade Dance combo goes off, Charibert will hit all players with Heavensblaze, dealing high damage, which should be mitigated and healed through.

After a certain amount of time, Adelphel will leave the arena and Grinnaux will target four random players with Hyperdimensional Slash. The four marked players should move to the northern end of the arena and space out, making sure not to stand in the cardinals or intercardinals, but somewhere in between to carefully position the portals to where they won't tether or get hit by Adelphel later. The remaining four players should group behind the boss to split the incoming attack and not get overlapped by the frontal cleaves. Once the attack fires, players in the rear will spread out to their nearest markers in the same way the first marked players did, and the attack will fire again. Players should be careful to avoid getting too close to the portals, as they will tether to them, deal massive damage (most likely killing the player), and deal a Damage Down icon1.png Damage Down debuff, severely hindering them.

Adelphel will soon return to the arena, landing on a random cardinal of the arena and begin to cast Holiest of Holy, dealing proximity-based damage. Grinnaux will cast Faith Unmoving, knocking players backwards a good distance. Players should use their knockback mitigation skills here and move away from Adelphel. Next, Adelphel will dash across a corner of the arena to the next cardinal, dropping exploding orbs of light where he passes. He will then dash across the arena, then across another corner, in a zig-zag. To avoid this, players should move towards the corner of the cardinal where Adelphel first dashed to in order to avoid the explosions and future dash attacks. Once he stops dashing, the tank that is at the top of his enmity list should move away from the group, as Adelphel immediately follows up with Execute, a tankbuster that deals high damage in an AoE. After these attacks resolve, the portals will fade.

Players should move the bosses back to the center of the arena, and prepare to interrupt Holiest Hallowing, a massive heal for Grinnaux cast by Adelphel. Grinnaux will use a second Faith Unmoving at this point, and Adelphel will try to cast a second Holiest Hallowing, which needs to be interrupted. For this Faith Unmoving, each player will be marked with either a cross, a square, a circle or a triangle based on their role, and tethered to a player with the same symbol. There are several ways to handle this mechanic, and some players can try to pre-position based on their role, but there is plenty of time to adjust positioning as long as they move quickly. Players should move opposite the player with the same marker as them, and get knocked back from each other to break the tether. If the tether doesn't break, take a few steps towards the edge of the arena, then back in towards the center of the arena and spread out around the boss. Failing to break the tether in time will inflict massive damage on both players and Damage Down icon1.png Damage Down. Charibert will cast Heavensflame, hitting all players in a small AoE and inflicting Fire Resistance Down II. If players overlap for this attack, they will die.

Adelphel will cast another Holiest of Holy, while Grinnaux casts either Empty Dimension or Full Dimension. If Empty, players need to move into Grinnaux's hitbox, and if its Full, players need to move to max melee range. These attacks should be mitigated and healed through. Following this, Adelphel will attempt to cast another Holiest Hallowing, which needs to be interrupted. At this point, players need to focus on burning down both bosses as fast as possible, and defeat them both at as close to the same time as possible. If players aren't able to defeat the bosses before the enrage timer, they will both cast their enrage abilities and wipe the party. If players defeat one boss, the other will immediately begin casting their enrage, and the party has around 3 seconds to defeat the remaining boss. Once both bosses are defeated, they leave the arena and reappear with Charibert on the west side of the arena and are tethered to Grinnaux, and are pulled into a Planar Prison, and are inflicted with Planar Imprisonment, which will kill players immediately if they leave the prison circle.

At this point, Charibert will begin casting Pure of Heart, which will deal raidwide damage based on how much HP he has when the attack completes casting. He will also cleave the two closest players to him with Brightwing, dealing very high damage debuffing with Light Resistance Down and Skyblind, which will detonate after four seconds. To handle these mechanics, players need to take turns baiting the cleaves away from the party in rotation, with the party moving away from the boss, then moving towards him when the players get cleaved and move out to avoid getting hit by the Skyblind debuff AoE. Players need to burn down Charibert's HP as much as possible before his attack finishes casting. Players will notice Haurchefant run into the arena and block an arrow of light that will quickly drain his HP and kill him. This is a reference to a mechanic that players will have to handle later, but do not need to worry about for now. However, when Haurchefant is alive, he will constantly pulse out raidwide damage with Shockwave that should be healed through.

Once Pure of Heart casts and as long as at least one player is alive, the arena will transition. The Limit Break gauge will reset, players will gain access to a third Limit Break bar and a checkpoint, the only one in the encounter. Note that players must attack Thordan for the checkpoint to be registered. Wiping at any point for the remainder of the fight will cause the party to restart from the checkpoint, although resetting the instance will require defeating Phase 1 again to acquire the checkpoint.

Phase 2: King Thordan & His Knights Twelve

Abilities

  • Ascalon's Mercy Concealed: Thordan targets all players with a narrow conal AoE that snapshots players' positions when the cast bar finishes and resolves shortly after.
  • Ascalon's Might: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.
  • Strength of the Ward: Thordan summons his Knights Twelve to perform a series of attacks.
  • Spiral Thrust: Sers Ignasse, Vellguine, Paulecrain appear at the edge of the arena at random cardinals or intercardinals and charge across the arena.
  • Lightning Storm: Thordan targets every player with a medium AoE, dealing high damage and debuffing with Lightning Resistance Down II, making overlap lethal.
  • Heavy Impact: Ser Guerrique casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict massive damage and Stun icon1.png Stun in addition to the Damage Down icon1.png Damage Down.
  • Conviction: Cast by Ser Hermenost, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode and wipe the party.
  • Skyward Leap: The Ward's Dragoons leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large AoE and inflicting both Physical Vulnerability Up and Magical Vulnerability Up.
  • Dimensional Slash: Ser Grinnaux appears and opens several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict massive damage and Heavy icon1.png Heavy in addition to the Damage Down icon1.png Damage Down.
  • The Dragon's Rage: Thordan fires a point-blank attack that requires players to be stacked to mitigate.
  • Holy Shield Bash/Holy Bladedance: Sers Adelphel & Janlenoux will drop tethers, and once the cast finishes, dash to the tethered players and use Holy Shield Bash, stunning them, then follow up with Holy Bladedance, a multi-hit high damage attack that will most likely kill any player other than a tank with several mitigations.
  • Ancient Quaga: Unavoidable high damage raidwide attack that must be mitigated.
  • Heavenly Heel: Tankbuster that debuffs with Slashing Resistance Down. This is followed up by Ascalon's Might.
  • Sanctity of the Ward: Summons the Knights Twelve once again for several more attacks.
  • The Dragon's Gaze: Thordan moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts Hysteria icon1.png Hysteria, causing players to lose control and run about randomly.
  • The Dragon's Glory: An Eye spawns at the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts Hysteria icon1.png Hysteria, causing players to lose control and run about randomly.
  • Sacred Sever: Ser Zephirin targets two random players with either one or two sword markers, indicating who will be attacked first and second. The attack repeats twice. Will inflict very high damage in a medium-sized AoE that is reduced by distance to Zephirin. The damage should be shared among four players.
  • Brightspheres: Sers Adelphel and Janlenoux appear in the center of the arena, and dash to opposite sides, dropping large orbs that explode in large AoEs. Both players then dash to opposite ends of the arena, dropping orbs once again.
  • Holy Comet: Ser Noudenet will mark two random players based on their role (either a tank and a healer, or two DPS), and drop several meteors on them shortly afterward. If the meteors land too close to one another, they will explode and wipe the party.
  • Hiemal Storm: Ser Haumeric will target four players of the same role (DPS or supports) with ice markers, and drops large persistent ice puddles on them shortly afterwards. The damage from the initial attack must be soaked with two players each and will inflict Ice Resistance Down II among all players hit, making overlap lethal. The ice puddles will inflict Frostbite to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.
  • The Heaven's Stake: Ser Charibert summons four large persistent fire puddles around the arena, and a massive fire donut that covers the edge of the arena. The fire puddles will inflict Burns icon1.png Burns to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.
  • Faith Unmoving: Ser Grinnaux appears and performs a knockback from the center of the arena, dealing light damage. The knockback can be prevented by Surecast or Arm's Length.
  • Ultimate End: An attack that deals massive damage and must be mitigated in order to survive.
  • Broad Swing: Thordan cleaves a third of the arena, turns and performs this attack three times. Will always cleave either his top right or top left first. Will inflict massive damage and knock back any players hit.
  • Aetheric Burst: Enrage. If players do not defeat Thordan before this attack fires, the party will be wiped.

Strategy

At the beginning of the phase, players should pull Thordan into the center of the arena to better handle coming mechanics. He will start with Ascalon's Mercy, so the main tank should stand directly in front of him while the rest of the party stands behind to bait the cleaves, then move out of the way just before the cast bar finishes. Following this, Thordan will use Ascalon's Might, a massive three-hit cleave tankbuster with no castbar. The main tank should mitigate this or use an invulnerability skill and healers should be ready. After a few moments he will move to the center of the arena (if not there already) and begin casting Strength of the Ward, summoning the other Knight's Twelve to the arena and becoming intangible after the cast.

For this portion of the phase, players simply need to concern themselves with avoiding mechanics, as no target will be available. After all the knights jump away, the three Dragoon knights, Sers Ignasse, Vellguine, and Paulecrain will appear around the edge of the arena at either the cardinals or intercardinals, then shortly after dash across the arena in a straight line. Players should look for the area where there is no knight behind or in front of them at either edge of the arena to avoid this. At the same time, Thordan will cast Lightning Storm, targeting all players. In order to handle these attacks, players should identify the two safe zones and separate into their light parties. Once in the safe zones, they should spread out in a triangle shape, with three players against the edge of the arena spread apart, and another closer to the center of the arena. Players need to be careful not to get clipped by the Spiral Thrust, as their attacks are quite wide. Players must also space out for theLightning Storm attack, as the attack deals high damage and debuffs with Lightning Resistance Down II, meaning overlap will kill. At the same time these attacks are happening, Ser Guerrique will charge up and use Heavy Impact, creating four large shockwave earth attacks that slowly move outwards. getting hit by this will deal high damage and debuff with Stun icon1.png Stun, most likely leading to a death. to avoid this, once the animation for the shockwave starts playing, players can move into that area and safely avoid damage.

Thordan will reappear in the center of the arena again and prepare another Ascalon's Might Concealed. To handle this, players will have to line up to bait the cleaves and move like before. Following this, Ser Grinnaux will appear and begin casting Dimensional Slash, causing several dark portals to spawn on the ground that begin to slowly grow. Sers Adelphel & Janlenoux, the two Paladins will drop in the center of the arena and turn to face a certain direction. This indicates where Thordan will land. The tanks should stand next to these knights to pick up their tethers. Three random players will also receive blue impact markers over their heads, indicating that the three Dragoon knights will soon drop on them using Skyward Leap. Players can identify three safe areas on the edge of the arena where they can stand to take these attacks by looking where the portals on the floor won't reach the edge of the arena, while the remaining three players move to stand at the edge of the arena in front of Thordan. Once the Paladins drop their tethers and the tanks pick them up, they can move to either side of the safe area near Thordan. Once they reach the safe area, Thordan will begin casting The Dragon's Rage, which will require the three players to stack to mitigate damage. The Paladin knights will then rush to the tanks and use the Holy Shield Bash/Holy Bladedance combo. players who are not the tanks should be sure to move out of the area, as this attack can clip anyone who is too close. To handle this attack, the tanks should either use their invulnerability skill or pop their defensive cooldowns. Healers should be ready to top the tanks off.

Thordan will return to the center of the arena and immediately begin casting Ancient Quaga, dealing high raidwide damage, so healers should be ready for this. Following this, Thordan will use Heavenly Heel, a heavy-hitting tankbuster that inflicts the main tank with Slashing Resistance Down. This is immediately followed up by Ascalon's Might, which will kill the tank unless swapped or an invulnerability skill is used. After this, Thordan will return to the center and use Sanctity of the Ward, another series of mechanics. Once all the knights have lept from the center of the arena, the two Paladin knights and Ser Zephirin the Dark Knight will spawn, and a large Eye will appear off the edge of the arena. Thordan will land around the arena's edge as well. Two players will be marked with either one sword or two sword markers. The two Paladins will dash to opposite sides of the arena, then dash on a diagonal to the north and south, dropping Brightorbs both ways. During this, the Dark Knight will use Sacred Sever on the first marked player, then the second, then back to the first, and back to the second. Each hit of Sacred Sever must be split amongst other players to mitigate.

To handle these mechanics, players must quickly identify which direction the knights are facing in relation to the north of the arena. The knights will appear staggered, with one closer to the north of the arena then the other. If the knight closer to the north if facing north, the knights will dash clockwise. Otherwise, they will move counterclockwise. After this, players should move into their light parties, and make sure only one member of each party has a marker. If two players in a light party have a marker, one of them must swap with the other team, as they will not survive two back-to-back attacks. Try to make sure that both parties are balanced at four players, as surviving the attacks at 3 players is very difficult. It helps to have a person in each party who acts as a pivot to the other team should the need to swap arise. Players will also need to watch where the Eye and Thordan spawn, as both will be casting a gaze attack that will inflict Hysteria icon1.png Hysteria if hit by it.

Once parties have been corrected, one party will move to behind the Dark Knight, and the other will move opposite. Once the gaze attacks fire, the knight's will begin dashing and the Dark Knight will begin attacking. Players will need to move around the edge of the arena in the same direction as the Paladin knights to avoid the Brightorbs left behind.

Once the knight's attacks have been resolved, the Mage knights will appear, and the next set of mechanics begins. Four large persistent fire puddles will spawn, four players will be targeted for ice puddles, and two will receive Prey markers, indicating they will deal with meteors. Eight towers will also be summoned around the arena, some near the edge and some in the middle of the arena.

To handle these mechanics, players will need to meet up with their partners, with the Preymarked players to the north and south. The ice marked players should be positioned between the fire puddle AoEs without being too close to the edge of the arena, as meteor players will be moving through there soon. Once the puddles are dropped, the pillars will spawn. The players handling meteors will begin moving around the edge of the arena in opposite directions, making sure not to use Sprint or overlap the meteors, as they will explode if they are too close together. To handle the towers, players should focus on the quadrant of the arena they are in. The players handling the meteors will grab the outer towers, and the other players will grab the outer towers in their quadrant. The other players will check their quadrant, and move to any towers that remain. While moving around players will need to be careful not to touch the puddles, as they deal high damage and debuff with a Resistance Down of their element, and kill on the second touch. The meteors as they land will deal light raidwide damage, so healers may want to raise barriers or top up on healing for this.

A second set of towers will spawn at the edge of the arena at the cardinals and intercardinals. The meteor marked players will grab the towers on the opposite side of the arena from where they started, at the north and south. The other players in their role should take the other cardinal towers to the east and west, with the other roles taking the intercardinals. Ser Grinnaux will appear at this time and begin charging Faith Unmoving, which deals a knockback. Players on the outside of the arena will need to use their knockback mitigation to avoid being sent into the walls, while players in the center of the arena can use this to their advantage to get knocked into their towers hitbox.

Once all the attacks resolve, Thordan will become targetable again and appear to the north of the arena and begin casting Ultimate End. Players will need to inflict damage mitigation on the boss, as well as set up several defensive mitigations and shields to survive the attack, as it deals a massive amount of damage. Healers should be prepared for this. Following this attack, Thordan gains the Discomposed debuff, increasing his damage taken. He will move into the arena, using two Broad Swings. To avoid these, simply move behind the boss, then after the first swing, move into where the hitbox for that attack was. After two of these, the boss will begin to cast Aetheric Burst as an enrage. Thordan must be defeated before this cast finishes, or the party will be wiped. Upon defeating Thordan, Players should group up and use heavy mitigation, as the phase transition to phase 3 deals high damage.

Phase 3: Nidhogg

Abilities

  • Final Chorus: The boss drops down on the party at the beginning of the phase, dealing massive raid damage that must be mitigated.
  • Dive from Grace: Each player is marked with a specific number over their heads, ranging from one to three, which indicates what order the Nidhogg Clones will dive on them when the debuff timer expires. Once the cast bar fills, players are then marked with a specific Jump debuff, indicating where a tower will spawn after the Clones dive. The tower will spawn around 3 seconds after the clone dives. Each clone drop will inflict heavy damage, Fire Resistance Down II and Physical Vulnerability Up to the targeted players, in a medium-sized AoE. Players who are caught in others' clone dives will be knocked back and instantly die.
    • Dark High Jump (circle): Dives on the player, and places a tower where they are standing.
    • Dark Elusive Jump (downwards arrow): Dives on the player, and places a tower 10 yalms behind their hitbox based on which direction they are facing.
    • Dark Spineshatter Dive (upwards arrow): Dives on the player, and places a tower 10 yalms in front of their hitbox based on which direction they are facing.
  • Darkdragon Dive: A Nidhogg Clone drops on a tower that requires one player to soak, or it will explode and wipe the party around 1.5 seconds after the tower appears. The player who is soaking the tower will take light damage and be inflicted with Fire Resistance Down II and Physical Vulnerability Up. If a player with these debuffs soaks a tower, they will die. A later variant will spawn towers in fixed locations that require multiple players to soak to prevent them from exploding ~5 seconds after spawning.
  • Lash and Gnash / Gnash and Lash: The boss will attack either within its hitbox, or outside, depending on what attack comes first.
    • Lashing Wheel: An attack where the safe zone is inside the boss's hitbox.
    • Gnashing Wheel: An attack where the safe zone is outside the boss's hitbox.
  • Eye of the Tyrant: An untelegraphed high-damage stack AoE that randomly targets one person in front of Nidhogg. Should be shared by five players on top of party mitigation to lower damage. Always precedes Lash and Gnash/Gnash and Lash.
  • Geirskogul: Line AoEs fired by the Nidhogg Clones that bait to the closest player to the clone once they spawn from Darkdragon Dive tower soaks. The direction of the attack is locked in once the cast bar appears on the enemy list.
  • Drachenlance: Nidhogg will turn towards a random player and fire a point-blank conal AoE.
  • Soul Tether: Heavy-hitting tankbuster AoE cast by Nidhogg and a Nidhogg Clone to the tethered players. Requires heavy mitigation (70% + and shields) or invulnerability cooldowns to survive.
  • Revenge of the Horde: Enrage. The boss must be defeated before this cast completes, or the party will be wiped.

Strategy

Players should group in the center of the arena and pop several mitigations to handle the damage output from Final Chorus. Following this, the main tank should grab the boss and face them away from the party. The boss will perform three auto attacks, which are small cleaves, so other players should stack behind the boss. After this, the boss will begin casting Dive from Grace, and each player will be targeted with a marker ranging from one to three. These marks indicate which order players will have a Nidhogg Clone dropped on them. Players will carry this debuff through the entire phase. Players will also receive one of three debuffs: High Jump Target (indicated by a debuff with a blue circle), Elusive Jump Target (indicated by a debuff with an arrow that points downwards), and Shatterspine Dive target (indicated by a debuff with an arrow that points upwards). This indicates where a tower will appear once the attack is completed, and there is no limit to how many of each debuff is given to the party (for instance, each player can receive a High Jump Target debuff, meaning they can stand and face any direction around the boss). Once both debuffs have been given to players, they will need to move to their predetermined locations around the boss and face the specified direction to drop their towers. Players will have roughly nine seconds to adjust their location. Once the clones drop on them, they will need to move out and have a player marked with the Third debuff to take their tower, as the Clone landing on a player inflicts Fire Resistance Down II, and they will die if they try to soak their own tower.

During this, the boss will cast Lash and Gnash, requiring players to move into the boss's hitbox, then out to avoid the attack. This is preceded by an untelegraphed stack attack. To handle these mechanics, the players marked with "one" will move to their locations based on their Jump debuff, while the players marked with "two" and "three" stack in front of the boss to mitigate Dark Spineshatter Dive. Players will then move in, and back out of the boss's hitbox. FOllowing this, the "three" marked players will move into their predetermined locations, both to soak the tower and place their own towers, while the "two" marked players move to their own predetermined locations to prepare to drop their towers.

For the next set of towers, as mentioned prior, the "two" players will move to their predetermined location to drop their towers, and the "three" players will move to their predetermined locations based on their Jump marker and face the correct location. The "three" marked players will also need to face outwards away from the boss immediately following the Nidhogg Clones attack, as they will mimic the player. Once they begin casting Geirskogul, they will lock in place and begin firing their line AoEs. These need to be pointed outwards so players can avoid them, as getting hit will result in a death.

While the Geirskogul casts are resolving, the boss will begin casting another Lash/Gnash combo in either order, so players will need to determine the correct movement for the attack. "2" marked players will have their Nidhogg Clones drop on them, then will have to move in to stack with other players to mitigate another Dark Shatterspine Dive, then two of the "one" marked players will soak the "two" players towers, facing outwards to bait the Nidhogg Clones once again, and moving into the boss's hitbox as needed. Finally, the "two" players and the "one" player who didn't previously take a tower will handle the "three" marked players towers and bait the Nidhogg Clones a final time.

After the towers resolve, the boss will turn towards a random player and begin casting Drachenlance, a point-blank conal cleave. Simply move behind the boss once this attack goes off. Another two auto-attacks will come out, and the boss will spawn four groups of tower puddles at the intercardinals of the arena, with varying numbers of towers within. The total number of towers spawned will always equal eight, and at least one will appear in each puddle, however, each puddle can have up to four towers within.

To handle the new towers, players should have the healers and ranged DPS move to each intercardinal, and have the tanks and melee DPS adjust in order to handle this mechanic. Players will need to be communicative with where they are moving, as the towers will drop Nidhogg Clones fairly quickly. Once the towers are soaked the clones will need to be baited by anyone in the circle other than the tanks, who will need to move out and gather the tethers from both the boss and one of the Nidhogg Clones. After a short while, both the boss and the clone will use Soul Tether, an untelegraphed tankbuster that hits in a small AoE. This attack deals massive damage, and will kill anyone else hit by it, and will only be survivable if the tank uses their mitigation or an invulnerability skill. Healers should be ready to heal the tanks following this.

Following this, the boss will use a few more auto-attacks and another Drachenlance, and then will begin slow casting Revenge of the Horde, the boss's enrage. Players will need to defeat the boss before this attack fires or they will be wiped.

Following the boss being defeated, players will need to stack once again to receive a buff to help deal with the Eyes in the intermission.

Phase 4: The Eyes of Nidhogg

Abilities

  • Soul of Friendship: Haurchefant's spirit will tether a random player and cause a medium-sized AoE to appear from them. All players in the AoE will receive a buff that allows them to damage the Right Eye. The buff is lost on death.
  • Soul of Devotion: Ysayle's spirit will tether Alphinaud and cause a medium-sized AoE to appear from him. All players in the AoE will receive a buff that allows them to damage the Left Eye. The buff is lost on death.
  • Resentment: Raidwide damage that inflicts a 6s bleed.
  • Hatebound: Each eye will tether four random players with one of two different colored chains (red or blue). Players with opposite colored chains can exchange by standing on each other, but will inflict them with a 3s debuff (Bound and Determined) that prevents further chain exchange until it expires.
    • Clawbound (red): Damage taken will result in damage to the Left Eye.
    • Fangbound (blue): Damage taken will result in healing to the Right Eye.
  • Flare Nova: Two large yellow orbs will spawn, one next to each eye, which will grow in size twice before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage after the orb grows.
  • Flare Star: Four small blue orbs will spawn, two next to each eye, which will grow in size twice before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows.
  • Mirage Dive: Cast by both eyes. Two random players with Clawbound will be hit with a medium-sized AoE that inflicts heavy damage and Piercing Resistance Down, making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times for a total of four sets. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.
  • Steep in Rage: Heavy raidwide damage cast from both eyes and requires mitigation. Will likely kill players if both eyes cast this at once, requiring one eye to be defeated before this cast finishes.
  • Revenge of the Horde: Enrage. If both eyes are not defeated before Nidhogg's Influence reaches 100, Nidhogg will appear in his dragon form and cast this ability, wiping the party.

Intermission: Alternate History Vault

Abilities

  • Planar Prison: All players are tethered to Grinnaux and inflicted with Planar Imprisonment, which causes the player to die if they touch the edge of the prison.
  • Shockwave: Unavoidable constant partywide damage that slowly grows more intense over time.
  • Brightwing: Cast by Charibert, cleaves the two closest players near him, dealing very high damage and debuffing with Light Resistance Down and Skyblind, which will drop a small invisible AoE at the player's present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate.
  • Pure of Heart: A slow cast spell by Charibert. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if Charibert's HP is above ~30%. Haurchefant, if alive, will also be damaged heavily by this attack.
  • Pierce: Enrage. The Spear of the Fury will kill Haurchefant once this cast resolves, looping the party back to Phase 2.

Phase 5: Alternate King Thordan

Phase 6: Hraesvelgr and Nidhogg

Phase 7: Dragon-king Thordan

Reward

Upon completing Dragonsong's Reprise (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week's reward can still claim it even if other members of the party have completed the duty prior to the weekly reset.

The reward can be exchanged with Nesvaaz in Radz-at-Han (X:10.6 Y:10.0) for Ultimate Weapons of the Heavens.

  • Reward eligibility is reset every Tuesday at 1:00 a.m. (PDT)

World First

The World's First clear was by the static Neverland on 5/2/2022.[1]

Images