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DnT Guide:[http://dtguilds.enjin.com/sephirotguide [DnT<nowiki>]</nowiki> Containment Bay S1T7 (Extreme) Guide]
DnT Guide:[http://dtguilds.enjin.com/sephirotguide [DnT<nowiki>]</nowiki> Containment Bay S1T7 (Extreme) Guide]
'''
'''
===Phase 1: 100% - 65%===  
===Phase 1: 100% - 65%===
:'''Tifferet''' - Party-wide damage that must be healed through, as it can be used in rapid succession.


:'''''First of all i'd like to say this fight is a dance and you have to know that all moves will blend into each other, I'll try to keep them in order and as detailed as possible.''
:'''Ein Sof''' - Four green circles will pop up, growing in size over time. Standing in these circles will gradually deal damage and inflict {{Vulnerability}} stacks. Go to the half of the arena where there are no circles and prepare for '''Fiendish Rage'''.
'''
:'''Ein Sof''' - Four green circles will pop up growing in size over time, go to the side where no circle pops, and while doing this at the same time the next move will be happening so split up here healers on one side with off-tank and DPS on the other.


:'''Fiendish Rage''' - Two players will be marked and you'll have to split up the group to share damage for the two hits (usually people will stack the healers and the off tank on one side and the DPS on the other)
:'''Fiendish Rage''' - A healer and a DPS will be marked with stack markers. Sephirot will leap to them one at a time, dealing damage and inflicting a Physical Vulnerability debuff. While running to the safe half of the arena to deal with '''Ein Sof''', the healers and off-tank should move to one side while the DPS move to the other. Because of the debuff, the main tank should stand between each group and avoid getting hit.
:: '''''main tank cannot be hit by either of the split AoE hits or a deadly death blowing debuff will be applied to him'''''


:'''Chesed''' - This will happen after you guys are done splitting up the damage from the previous ability, tank will usually re-center the boss ASAP after both groups have been hit, and usually soon after he's back in the center you'll see his arm charge back for a super hit on the main tank which I think will happen twice back-to-back (one tank buff+adlo usually works wonders).
:'''Chesed''' - Hard-hitting tankbuster with no cast bar, only indicated by Sephirot slowly raising his arm. Tank should re-center the boss and face him away, as this attack is followed by a frontal cleave '''Triple Trial'''.


:'''Ain''' - This move will happen when you see one green circle spawn on the map (same looking as the ones from ratzon), best practice is to center your self between the boss and the green circle, usually closer to the boss then the green circle to avoid extra damage, and this is done to bait the Ain ability in the direction of the green circle (safe to usually start moving past him after his arms pull back, in preperation for the next ability which will be markers/circles).
:'''Ain''' - Sephirot will use '''Ein Sof''' again to spawn one green circle, shortly followed by Sephirot facing a random party member and cleaving the arena moments later. The group should stand between Sephirot and the circle so that he directs '''Ain''' towards it, allowing the party to easily deal with '''Ratzon'''.


:'''Ratzon''' - For this I know most people in learning groups have been doing big purple circle right behind the boss and the small green ones spread out, and i think this is the worst practice happening at the moment, and whats causing much problems for newer groups trying to get to Phase 3 continuously. In my opinion Big circle at the edge of the map would work best because then only one player is having to move really far rather then 3-5 other players having to struggle getting out of the bigger circle's AoE to be safe.
:'''Ratzon''' - One party member is targeted with a large purple circle AoE while six are targeted with smaller green circles. The party must run behind Sephirot and spread out. The purple circle can be placed either just behind Sephirot or at the edge of the arena.


<gallery mode=nolines>
<gallery mode=nolines>
Ain Markers Circles Example.png|Ain+Markers/Circles Example
Ain Markers Circles Example.png|Ain+Markers/Circles Example
</gallery>
</gallery>
:'''''-Repeat from Ein Sof till phase 2'''''
'''


===Phase 2: Adds===
===Phase 2: Adds===
:Not quite sure what to put for this part yet cause different groups do different things and it's sad/weird to me that we can't figure out the best way, if i understand it correctly and being a healer, and decent with numbers 2 big adds spawn and 12 small ones spawn, so I don't understand why 6-1-6-1 wouldn't always be the best way to go, for heals sake and tank sake. but please i know this part will need a edit hopefully someone more enlightened has a more solid answer.
:'''Cochma''' - Large add that deals strong physical damage and applies Magic Vulnerability stacks over time. The main tank should grab this and be healed regularly. Upon dying, the Chochma deals significant party-wide damage with '''Genesis'''. Two of these will appear during the phase.


:'''Cochma (big add)''' - Physical Damage and will apply magic down vulnerability stacks over time, also healers note that this big add has it's own little mini tank buster so just be ready to heal this adds tank around that time.
:'''Binah''' - The off tank should grab the smaller Binah adds, as they deal magic damage. Upon dying, they each deal moderate party-wide damage with '''Genesis'''. Four sets of three Binah adds will appear.
::-upon dying a Cochma add can do roughly 10K damage per person party wide without proper buffs and what not


:'''Binah (little adds)''' - Magical Damage (these guys can really hurt the big add tank if not careful with the positioning of them)
::-upon dying each Binah add can do roughly 2K damage per person party wide without proper buffs and what not
'''''Note: So after more time in here the best way to go if things are shaky is 3-1-9-1 and it usually always works out as long as people are topped off before the 'Cochma' goes off.'''''
'''
===Phase 3===  
===Phase 3===  
:should have this part completed by the end of today, aboutz to go hard.
:'''Yesad''' - The ground will flash yellow, and a small circle AoE will be placed under each party member after a small delay, dealing damage and inflicting a Damage Down debuff. Avoid this by moving away as the flash occurs. If the party isn't grouped up, be sure to avoid moving into someone else's Yesad. This move is used in conjunction with other moves during this phase.
 
:'''Yesad''' - Interestingly enough this move is the first and probably most important move to be on the lookout for throughout the entirety of phase 3, and this first one is usually dealt with by just stacking together in the middle of the map for the start of phase 3. The best way to know that this move is coming or that it's time to move is the entire floor will flash a yellowish color and will then crack up all green, start moving after the yellow flash.
 
:'''Force Field''' - This will be the next ability and all this does is applies one of two possible debuffs on you which will come into play for a couple of the next abilities we're about to talk about.
::-'''Orange Debuff:''' physical resistance, will stack far south of the boss, after first two towers during Razton (green growing balls), also these guys will be stuck with the responsibility of being in the towers AoE while they are up, if at least one person with orange is not in the towers AoE when it goes off it's going to hurt and party will get paralyzed. Best practice here is four people will have orange and as soon as they get it they should call right or left, so that way all four people with orange don't end up at the same tower.
::-'''Blue Debuff:''' magic resistance, will stack at boss's chin breaking the tethers, after towers during Razton (green growing balls), Very important to break the tethers here blue people, or most likely someone's going to die.
 
:'''Big Balls in his Hands #1''' - This will happen right after everyone gets their force field debuff, and to not die just make sure you go to the hand where you're matching your debuff color with the color of the ball in his hand.
 
:'''Towers #1''' - This happens next and is not that hard to deal with at all, simply have two orange people stand in each each tower, at the very least you want one person with the orange debuff in each tower at all times, two is for safety measures.
 
:'''Razton (Green Growing Balls)''' - This will sort of happen during towers and is kinda of a way to say get ready to get in place, if you have orange you're at this point running away from the boss (south of boss), and if you have the blue debuff you should be stacking at his chin to grab one of the four tethers from the orange guys. (if a tether is left on a orange person he/she will be killed)
 
:'''Towers #2''' - This will now happen again right after Razton/Tethers, so orange people get ready to get right back in a tower ASAP after green balls disappear.
 
:'''Big Balls in his Hands #2''' - This will now also happen again after towers are dealt with, so get to your respective sides, after this ability the color debuff should wear off be ready for earth-shaker makers ASAP.
 
:'''Earth Shaker/Yesad''' - 1 DPS and 1 Healer will get a marker above their heads, one has to go far left and the other has to go far right, everyone else should be stacking up tight on bosses mid because keep in mind this earth shaker is happening while a Yesad is also about to be going down, so after the yellow flash goes of get ready to move everyone including the outer people that had the earth shaker markers.
 
:'''Da'At/AoE Damage''' - Basically after the above earth shaker and yesad go off, everyone kind of wants to spread out and have their own little space, because this ability will start causing damage (which has a AoE splash, hence the spreading out) to random players starting with a very hard hit on the Main tank.
 
:'''Towers #3''' - These towers have to get handled by tanks only because no one will have the color debuffs to handle them with, so tanks with their super HP will at this part take one tower each.
 
:'''Big Balls in his Hands #3''' - Since we don't have any color debuffs, everyone can just stack in mid, and healers get ready to lift/top off party.
 
:'''Pillar of Mercy/Yesad/Razton(x2 balls)''' - Best practice is to stack on the first pillar of mercy till you see the yellow flash that way you bait the Yesad to where no one should be standing. Once the yellow flash happens right away step out of the first pillar of mercy, looking at the boss you want to step out to the right, if looking away from the boss step out to the left (keep in mind a knock back is incoming, so don't do a deep left or right while moving out of the pillar of mercy.)
 
:'''Earth Shaker/Da'At/Yesad''' - Heaker/DPS with earth shaker makers get ready to go to your proper sides, rest of the group spread out getting ready for Yesad.
 
:'''Towers #4''' - These towers have to get handled by tanks only because no one will have the color debuffs to handle them with, so tanks with their super HP will at this part take one tower each.
 
:'''Big Balls in his Hands #4''' - Since we don't have any color debuffs, everyone can just stack in mid, and healers get ready to lift/top off party


:'''Malkuth (Knock-Back)''' - Most groups will stack by his face, by whatever marker is there and move slightly forward to avoid being knocked off the edge after he blows the party back.
:'''Force Field''' - Four party members receive a green Force Against Magic debuff, which provides a severe physical weakness and a strong magical resistance. The other four receive an orange Force Against Might debuff, which does the inverse. These are used to resolve the following three attacks.


Note: Healing hell starts here!!!!!!!!!!!!!!!!!!!!
:'''Spirit/Life Force''' - Sephirot will damage half the arena with a green sphere and half with an orange sphere. Be sure to stand in the sphere that '''matches the color''' of your debuff to avoid fatal damage. When no debuffs are present, this will deal moderate damage to the party.


:'''Adds/Big Balls Hands #5''' - Mainly tanks have to worry here about running forward and grabbing adds rest of the party usually stacks on Storm of Words after being knocked back there (healers will be lifting group from knock-back DMG and then will be getting ready to lift the party after AoE Damage, while also topping off tanks for their towers, while also getting ready to AoE heal again after towers for some crazy party DMG).
:'''Fiendish Wail''' - Two towers will appear, one on each side of the arena. At least one party member with an '''orange debuff must stand in each tower''' to prevent lethal damage and a {{Vulnerability}} stack from being inflicted on the party. At least one of the four party members should be on each side in preparation to prevent all four from standing in one tower. Four sets of towers will appear throughout the phase, with the latter two requiring a tank to take each as there will not be any debuffs present.


:'''Towers #5/Yesad/Storm of Words''' - Tanks grab a tower each, the rest of the group should be stacked on Storm of Words, and getting ready to move for the Yesad that is about to happen (after the yesad finish of the last two adds and stack on Storm of Words getting ready for the last yesad of phase 3).
:'''Da'at''' - When debuffs are present, Sephirot will use '''Ein Sof''' to summon expanding circles and tether the four orange-debuff party members. These party members should move away while the '''green-debuff party members move towards Sephirot and grab a tether''', preventing fatal damage from being dealt. When no debuffs are present, this deals heavy AoE damage to random party members, starting with a tankbuster.


:'''Big Balls Hands #6''' - Healers make sure everyone is topped and AoE heal after they go off.
:'''Earth Shaker''' - A healer and a DPS will get a marker above their heads as well as a proximity tether. One should move far to the left and away from Sephirot while the other moves right. Another '''Yesad''' will occur simultaneously, forcing everyone to move.


:'''Yesad''' - This here is the last yesad of phase 3 before the group gets knocked up into the air, thanks to Storm of Words.
:'''Pillar of Mercy''' - The party should stack inside the first blue circle until '''Yezad''' goes off, then move outside of the circle to be knocked away, without falling off the arena. Two expanding '''Ein Sof''' circles will also spawn in sequence, forcing the party to be knocked in a certain direction.


:'''Big Balls Hands #7''' - If you're a healer at this point your like holy s*** i still have MP left?
:'''Malkuth''' - Sephirot will lower his head and inflict a strong knockback. Group up near him or use knockback resistance.


Note: Healing hell ends here!!!!!!!!!!!!!!!!!!!!
:'''Pillar of Severity''': Prior to this move, four Binahs and a Storm of Words add will spawn. Each tank should grab a pair of Binahs while the party quickly burns down the Storm of Words. Mechanics will continue during this time, so tanks should be prepared to take towers. Eventually, the party will stack on the remains of the Storm of Words to avoid getting knocked off stage by Sephirot.


:'''''-Repeat from the first yesad until you defeat him or he enrages'''''
The enrage will be indicated by an unavoidable '''Pillar of Severity'''.


<gallery mode=nolines>
<gallery mode=nolines>

Revision as of 08:18, 28 August 2022

Trial.png

Containment Bay S1T7 (Extreme)

Containment Bay S1T7 (Extreme).png
Level
60 (Sync: 60)
Item Level
205
Difficulty
Extreme
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Unsyncing
Allowed
Time limit
60 minutes
Roulette
Mentor
Tomestones
Allagan Tomestone of Poetics 20 
Req. quest
Feature quest A Fiendish Likeness
Patch
3.2

Preserved upon the Allagan tomestone you received from Unukalhai was an extraordinary history─a detailed record of the battles fought between the eikon Sephirot and the armies of Allag. After feeding the account of this epic conflict into Azys Lla's verification systems, you have succeeded in activating what the node describes as a “combat simulation."
Can the enigmatic technology of the ancient empire truly manifest an enhanced simulacrum of the formidable Fiend? Can this artificial incarnation truly surpass the threat posed by the original Sephirot? There is but one way to know for certain...

— In-game description

Containment Bay S1T7 (Extreme) is a level 60 trial introduced in patch 3.2 with Heavensward.

See also: Containment Bay S1T7

Strategy

Video Guide by MTQCapture
Video Guide by Mrhappy1227

Aggressive difficulty r6.png The Fiend: Sephirot

DnT Guide:[DnT] Containment Bay S1T7 (Extreme) Guide

Phase 1: 100% - 65%

Tifferet - Party-wide damage that must be healed through, as it can be used in rapid succession.
Ein Sof - Four green circles will pop up, growing in size over time. Standing in these circles will gradually deal damage and inflict Template:Vulnerability stacks. Go to the half of the arena where there are no circles and prepare for Fiendish Rage.
Fiendish Rage - A healer and a DPS will be marked with stack markers. Sephirot will leap to them one at a time, dealing damage and inflicting a Physical Vulnerability debuff. While running to the safe half of the arena to deal with Ein Sof, the healers and off-tank should move to one side while the DPS move to the other. Because of the debuff, the main tank should stand between each group and avoid getting hit.
Chesed - Hard-hitting tankbuster with no cast bar, only indicated by Sephirot slowly raising his arm. Tank should re-center the boss and face him away, as this attack is followed by a frontal cleave Triple Trial.
Ain - Sephirot will use Ein Sof again to spawn one green circle, shortly followed by Sephirot facing a random party member and cleaving the arena moments later. The group should stand between Sephirot and the circle so that he directs Ain towards it, allowing the party to easily deal with Ratzon.
Ratzon - One party member is targeted with a large purple circle AoE while six are targeted with smaller green circles. The party must run behind Sephirot and spread out. The purple circle can be placed either just behind Sephirot or at the edge of the arena.

Phase 2: Adds

Cochma - Large add that deals strong physical damage and applies Magic Vulnerability stacks over time. The main tank should grab this and be healed regularly. Upon dying, the Chochma deals significant party-wide damage with Genesis. Two of these will appear during the phase.
Binah - The off tank should grab the smaller Binah adds, as they deal magic damage. Upon dying, they each deal moderate party-wide damage with Genesis. Four sets of three Binah adds will appear.

Phase 3

Yesad - The ground will flash yellow, and a small circle AoE will be placed under each party member after a small delay, dealing damage and inflicting a Damage Down debuff. Avoid this by moving away as the flash occurs. If the party isn't grouped up, be sure to avoid moving into someone else's Yesad. This move is used in conjunction with other moves during this phase.
Force Field - Four party members receive a green Force Against Magic debuff, which provides a severe physical weakness and a strong magical resistance. The other four receive an orange Force Against Might debuff, which does the inverse. These are used to resolve the following three attacks.
Spirit/Life Force - Sephirot will damage half the arena with a green sphere and half with an orange sphere. Be sure to stand in the sphere that matches the color of your debuff to avoid fatal damage. When no debuffs are present, this will deal moderate damage to the party.
Fiendish Wail - Two towers will appear, one on each side of the arena. At least one party member with an orange debuff must stand in each tower to prevent lethal damage and a Template:Vulnerability stack from being inflicted on the party. At least one of the four party members should be on each side in preparation to prevent all four from standing in one tower. Four sets of towers will appear throughout the phase, with the latter two requiring a tank to take each as there will not be any debuffs present.
Da'at - When debuffs are present, Sephirot will use Ein Sof to summon expanding circles and tether the four orange-debuff party members. These party members should move away while the green-debuff party members move towards Sephirot and grab a tether, preventing fatal damage from being dealt. When no debuffs are present, this deals heavy AoE damage to random party members, starting with a tankbuster.
Earth Shaker - A healer and a DPS will get a marker above their heads as well as a proximity tether. One should move far to the left and away from Sephirot while the other moves right. Another Yesad will occur simultaneously, forcing everyone to move.
Pillar of Mercy - The party should stack inside the first blue circle until Yezad goes off, then move outside of the circle to be knocked away, without falling off the arena. Two expanding Ein Sof circles will also spawn in sequence, forcing the party to be knocked in a certain direction.
Malkuth - Sephirot will lower his head and inflict a strong knockback. Group up near him or use knockback resistance.
Pillar of Severity: Prior to this move, four Binahs and a Storm of Words add will spawn. Each tank should grab a pair of Binahs while the party quickly burns down the Storm of Words. Mechanics will continue during this time, so tanks should be prepared to take towers. Eventually, the party will stack on the remains of the Storm of Words to avoid getting knocked off stage by Sephirot.

The enrage will be indicated by an unavoidable Pillar of Severity.

Loot

Gold Coffer (small).png Treasure Coffer

Name Type Item Level Rarity Quantity
Paladins sephirot arms (il 220) icon1.png  Paladin's Sephirot Arms (IL 220) Other N/A CBlue 1
Axe of the sephirot icon1.png  Axe of the Sephirot Marauder's Arm 220 CBlue 1
Edge of the sephirot icon1.png  Edge of the Sephirot Dark Knight's Arm 220 CBlue 1
Pike of the sephirot icon1.png  Pike of the Sephirot Lancer's Arm 220 CBlue 1
Fists of the sephirot icon1.png  Fists of the Sephirot Pugilist's Arm 220 CBlue 1
Katana of sephirot icon1.png  Katana of Sephirot Samurai's Arm 220 CBlue 1
Points of the sephirot icon1.png  Points of the Sephirot Rogue's Arm 220 CBlue 1
Bow of the sephirot icon1.png  Bow of the Sephirot Archer's Arm 220 CBlue 1
Fire of the sephirot icon1.png  Fire of the Sephirot Machinist's Arm 220 CBlue 1
Staff of the sephirot icon1.png  Staff of the Sephirot Two-handed Thaumaturge's Arm 220 CBlue 1
Word of the sephirot icon1.png  Word of the Sephirot Arcanist's Grimoire 220 CBlue 1
Rapier of sephirot icon1.png  Rapier of Sephirot Red Mage's Arm 220 CBlue 1
Cane of the sephirot icon1.png  Cane of the Sephirot Two-handed Conjurer's Arm 220 CBlue 1
Song of the sephirot icon1.png  Song of the Sephirot Scholar's Arm 220 CBlue 1
Star of the sephirot icon1.png  Star of the Sephirot Astrologian's Arm 220 CBlue 1
Shield of the sephirot icon1.png  Shield of the Sephirot Shield 220 CBlue 1
Sephirot sap icon1.png  Sephirot Sap Material N/A ABasic 1
Fiend sap icon1.png  Fiend Sap Material N/A ABasic 1
Sephirotic weapon coffer (il 220) icon1.png  Sephirotic Weapon Coffer (IL 220) Other N/A ABasic 1
Warring lanner whistle icon1.png  Warring Lanner Whistle Other N/A ABasic 1
Faded copy of fiend icon1.png  Faded Copy of Fiend Orchestrion Roll N/A ABasic 1

Lore

Preserved upon the Allagan tomestone you received from Unukalhai was an extraordinary history─a detailed record of the battles fought between the eikon Sephirot and the armies of Allag. After feeding the account of this epic conflict into Azys Lla's verification systems, you have succeeded in activating what the node describes as a “combat simulation.”

Can the enigmatic technology of the ancient empire truly manifest an enhanced simulacrum of the formidable Fiend? Can this artificial incarnation truly surpass the threat posed by the original Sephirot? There is but one way to know for certain...

Images