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Difference between revisions of "Red, Fraught, and Blue"

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| description =
| description =
| number = 29
| number = 29
| level = 50
| level = 60
| standard-time = 8:00
| standard-time = 8:00
| ideal-time = 7:00
| ideal-time = 7:00
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| act-2-enemies = Shikigami of the Undertow
| act-2-enemies = Shikigami of the Undertow
| act-3-enemies =  
| act-3-enemies =  
| first-time-gil = 5000
| gil = 5000
| first-time-seals = 100
| seals = 100
| tomestones = 80
| tomestones = 80 poetics
| patch = 5.15
| patch = 5.15
| release = shadowbringers
| release = shadowbringers
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__NOTOC__
__NOTOC__
==Strategy==
==Strategy==
Simplest is to mimic a healer and take [[Pom Cure]].
Important Spells: {{action icon|Flying Sardine}} #24, {{action icon|Exuviation}} #73, {{action icon|Diamondback}} #29


==Act 1 Shikigami of the Pyre (weak to Wind)==
Lots of kiting around while avoiding barrage of mechanics. {{action icon|Sonic Boom}} #63 is a useful wind spell with a quick cast time for Act 1. {{action icon|Glower}} #10 or {{action icon|Electrogenesis}} #53 are recommended for Act 2 as well, as the enemies in it are weak to lightning.
'''Fluid Swing''': interrupt this every time with [[Flying Sardine]].  Otherwise you'll get knocked into the outer lightning field and be close to death.<br/>
 
'''Pyretic''': equivalent to a "Caution" mechanic seen elsewhere in the game.  Don't do any action, don't even turn your character or you'll take heavy damage.  Move out of his follow-up AoE after the debuff leaves.<br/>
Casting {{action icon|Aetheric Mimicry}} #77 on a healer and using {{action icon|Pom Cure}} #58 helps you sustain your HP during both acts. This also enhances the healing of {{action icon|Exuviation}} #73, which is a necessary spell for Act 2.
'''Sea of Flames''': Two planned AoEs; just walk away out.<br/>
 
'''Pillar of Flame''': much of the platform is covered in two sets (e.g. inside first, outside next).  Sometimes the RNG is bad for this one and you'll have to eat one of the circles.<br/>
==Act 1==
'''Flare Star''': a proximity AoE forming in middle.  Stay on edges.  Afterwards, three fire tornados will spawn.  Try to bait most of their line AoEs near one of them, to give yourself more room to walk out.  Don't walk into any of the tornados, though.  RNG can be cruel when mixed with other mechanics (keep watching for Fluid Swing!), mitigate and heal through.<br/>
===Enemies===
[[Sonic Boom]] is a nice Wind spell when you're not busy doing a mechanic every two seconds ;D<br/>
====[[Shikigami of the Pyre]]====
<br/>
*'''Endurance''': Above Average
==Act 2 Shikigami of the Undertow (weak to Lightning)==
*'''Strengths''': {{eurekaelement icon|Fire}} Fire
'''Protean Wave''': will soon cone AoE you; sidestep quickly. The second hit will be another cone on your new position.<br/>
*'''Weaknesses''': {{eurekaelement icon|Wind}} Wind
'''Throttle''': an instant-punch, giving you a nasty debuff.  If this debuff is not cleansed ([[Exuviation]]) within 10 seconds, you die.<br/>
*'''Vulnerabilities''': [[Interrupt]]
'''Ferrofluid''': "+" and "-" mechanic, similar to the one seen in [[The Great Gubal Library (Hard)]].  If your symbol matches boss, go to him; if opposite symbol, go to edge.<br/>
 
'''Fluid Swing''': interrupt this every time with [[Flying Sardine]] or get knocked, as above.<br/>
===Strategy===
'''Watery Grasp''': two Hand adds spawn. If left alive too long, they start causing havoc. You may want to save some of your favorite AoEs for this part, like Shock Strike. Don't forget to check boss for a sneaky Fluid Swing attack!<br/>
 
'''Big Splash''': four big hits from boss. [[Diamondback]] here.<br/>
*'''Fluid Swing''': Interrupt with {{action icon|Flying Sardine}} #24.  Otherwise you'll get knocked into the outer lightning field and be close to death.
'''Cascade''': summons three watery vortexes, in similar style to Flare Star above.  Bait AoEs while not getting too close to them (some sort of water-vuln debuff).<br/>
*'''Pyretic''': Don't do any action with this 2-second debuff; don't even turn your character or you'll take heavy damage.  Move out of his follow-up AoE after the debuff disappears. (If you precast {{action icon|Apokalypsis}}, it can safely channel through the debuff.)
'''Fluid Ball''': Two planned AoEs; just walk away out.<br/>
*'''Sea of Flames''': Two delayed AoEs; just walk away from eruption indicators.
*'''Pillar of Flame''': Two waves of AoE that covers most of the platform.  Sometimes the RNG is bad for this one and you'll have to eat one of the circles.
*'''Rush''' : Does more damage the closer you are. Move as far as possible away from Shikigami while it is casting.
*'''Flare Star''': Stay on edges.  Afterwards, three fire tornadoes will spawn.  Try to bait most of their line AoEs near one of them, to give yourself more room to walk out.  Don't walk into any of the tornadoes, though.  RNG can be cruel when mixed with other mechanics (keep watching for Fluid Swing!), mitigate and heal through.
 
==Act 2==
====[[Shikigami of the Undertow]]====
*'''Endurance''': High
*'''Strengths''': {{eurekaelement icon|Water}} Water
*'''Weaknesses''': {{eurekaelement icon|Lightning}} Lightning
*'''Vulnerabilities''': [[Interrupt]]
 
===Strategy===
*'''{{action icon|Protean Wave}}''': Cone AoE, stand close enough to sidestep quickly. The second hit will be another cone on your new position.
*'''Throttle''': Cleanse the debuff with {{action icon|Exuviation}} #73 before it reaches 0, or else wipe.
*'''Ferrofluid''': "+" and "-" mechanic, similar to the one seen in {{questlink|dungeon|The Great Gubal Library (Hard)}}.  If your symbol matches boss, go to him; if opposite symbol, go to edge.
*'''Fluid Ball''': Two delayed AoEs; just walk away from indicators.
*'''Fluid Swing''': interrupt with {{action icon|Flying Sardine}} #24.
*'''Watery Grasp''': spawns two Hand adds. Left Hand steals heavy MP, whereas the Right Hand will do many huge AoEs if left alive for too long. You may want to save some of your favorite AoEs for this part, like Shock Strike. Don't forget to check boss for a sneaky Fluid Swing attack!
** Focus Left Hand down, then check boss to interrupt Fluid Swing, then focus down Right Hand.
*'''Big Splash''': four big hits from boss. {{action icon|Diamondback}} #29 here.
*'''Cascade''': summons three watery vortexes, in similar style to Flare Star above.  Bait AoEs while not getting too close to them.

Latest revision as of 21:59, 16 September 2024

The masked carnival icon.png

Red, Fraught, and Blue

The masked carnivale stage title image.png
Number
29
Level
60


Standard Time
8:00
Ideal Time
7:00
Act 1 Enemies
Shikigami of the Pyre
Act 2 Enemies
Shikigami of the Undertow
Gil Reward
Gil 5,000
Seals Reward
Allied Seal 100
Tomestones
Allagan Tomestone of Poetics 80 
Next stage
The Catch of the Siegfried
Prev. stage
Dangerous When Dead
Patch
5.15

Red, Fraught, and Blue is a stage in The Masked Carnivale for Blue Mage, introduced in patch 5.15 with Shadowbringers.

Strategy

Important Spells: Flying Sardine.png  Flying Sardine #24, Exuviation.png  Exuviation #73, Diamondback.png  Diamondback #29

Lots of kiting around while avoiding barrage of mechanics. Sonic Boom.png  Sonic Boom #63 is a useful wind spell with a quick cast time for Act 1. Glower.png  Glower #10 or Electrogenesis.png  Electrogenesis #53 are recommended for Act 2 as well, as the enemies in it are weak to lightning.

Casting Aetherial Mimicry.png  Aetheric Mimicry #77 on a healer and using Pom Cure.png  Pom Cure #58 helps you sustain your HP during both acts. This also enhances the healing of Exuviation.png  Exuviation #73, which is a necessary spell for Act 2.

Act 1

Enemies

Shikigami of the Pyre

  • Endurance: Above Average
  • Strengths: Fire Fire
  • Weaknesses: Wind Wind
  • Vulnerabilities: Interrupt

Strategy

  • Fluid Swing: Interrupt with Flying Sardine.png  Flying Sardine #24. Otherwise you'll get knocked into the outer lightning field and be close to death.
  • Pyretic: Don't do any action with this 2-second debuff; don't even turn your character or you'll take heavy damage. Move out of his follow-up AoE after the debuff disappears. (If you precast Apokalypsis.png  Apokalypsis, it can safely channel through the debuff.)
  • Sea of Flames: Two delayed AoEs; just walk away from eruption indicators.
  • Pillar of Flame: Two waves of AoE that covers most of the platform. Sometimes the RNG is bad for this one and you'll have to eat one of the circles.
  • Rush : Does more damage the closer you are. Move as far as possible away from Shikigami while it is casting.
  • Flare Star: Stay on edges. Afterwards, three fire tornadoes will spawn. Try to bait most of their line AoEs near one of them, to give yourself more room to walk out. Don't walk into any of the tornadoes, though. RNG can be cruel when mixed with other mechanics (keep watching for Fluid Swing!), mitigate and heal through.

Act 2

Shikigami of the Undertow

  • Endurance: High
  • Strengths: Water Water
  • Weaknesses: Lightning Lightning
  • Vulnerabilities: Interrupt

Strategy

  • Protean Wave.png  Protean Wave: Cone AoE, stand close enough to sidestep quickly. The second hit will be another cone on your new position.
  • Throttle: Cleanse the debuff with Exuviation.png  Exuviation #73 before it reaches 0, or else wipe.
  • Ferrofluid: "+" and "-" mechanic, similar to the one seen in Dungeon The Great Gubal Library (Hard). If your symbol matches boss, go to him; if opposite symbol, go to edge.
  • Fluid Ball: Two delayed AoEs; just walk away from indicators.
  • Fluid Swing: interrupt with Flying Sardine.png  Flying Sardine #24.
  • Watery Grasp: spawns two Hand adds. Left Hand steals heavy MP, whereas the Right Hand will do many huge AoEs if left alive for too long. You may want to save some of your favorite AoEs for this part, like Shock Strike. Don't forget to check boss for a sneaky Fluid Swing attack!
    • Focus Left Hand down, then check boss to interrupt Fluid Swing, then focus down Right Hand.
  • Big Splash: four big hits from boss. Diamondback.png  Diamondback #29 here.
  • Cascade: summons three watery vortexes, in similar style to Flare Star above. Bait AoEs while not getting too close to them.