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Difference between revisions of "The Crown of the Immaculate (Extreme)"

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There are three phases within this battle. The first and last phase contains massive mechanical overlaps and copious amounts of AoE that will test the positioning and reactions of all participants. The second phase serves as a simple DPS check versus three adds while Innocence himself remains inactive and invulnerable. Players should be mindful of the below-listed abilities as they will be cast at various intervals throughout the first and last phase, usually between (or sometimes during) other mechanical overlaps.
There are three phases within this battle. The first and last phase contains massive mechanical overlaps and copious amounts of AoE that will test the positioning and reactions of all participants. The second phase serves as a simple DPS check versus three adds while Innocence himself remains inactive and invulnerable. Players should be mindful of the below-listed abilities as they will be cast at various intervals throughout the first and last phase, usually between (or sometimes during) other mechanical overlaps.


*'''Shadowreaver''' - an unavoidable raid-wide AoE. Healers should be ready to top-up the entire group whenever necessary, as this will often be used as a finisher before (or during) other overlapped mechanics.
*'''Shadowreaver''' - an unavoidable raid-wide AoE. Healers should be ready to top-up the entire group whenever necessary, as this will often be used as a finisher after (or during) other overlapped mechanics.


*'''Righteous Bolt''' - a vicious and frequently used tankbuster which applies a lightning-based debuff to the primary target. '''Righteous Bolt''' will be used often throughout the encounter, requiring tanks to pay attention to each other and perform tank-swaps as soon as possible.
*'''Righteous Bolt''' - a vicious and frequently used tankbuster which applies a lightning-based debuff to the primary target. '''Righteous Bolt''' will be used often throughout the encounter, requiring tanks to pay attention to each other and perform tank-swaps as soon as possible.

Revision as of 11:58, 1 March 2020

See also: The Crown of the Immaculate

Trial.png

The Crown of the Immaculate (Extreme)

The Crown of the Immaculate (Extreme) (image).png
Level
80 (Sync: ???"???" is not a number.)
Item Level
430 (Sync: ???"???" is not a number.)
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
Trials
Tomestones
Req. quest
Feature quest Minstrel from Another Mother
Entrance
The Crystarium (X:7.5, Y:12.5)
Patch
5.0

The esteemed Lord Vauthry believed himself to be without flaw or sin─the embodiment of glorious perfection in Innocence. Needless to say, he was not, but he nevertheless made for a tremendous opponent. Upon hearing of how you and your comrades claimed victory atop Mt. Gulg, the minstreling wanderer was immediately driven into a fit of inspired creativity, and the result is yet another composition that will send even the most unimaginative Warrior of Darkness hurtling into the depths of memory that they might once more do battle with Eulmore's fallen tyrant.

— In-game description

The Crown of the Immaculate (Extreme) is a level 80 trial introduced in patch 5.0 with Shadowbringers.

Phases & Abilities

There are three phases within this battle. The first and last phase contains massive mechanical overlaps and copious amounts of AoE that will test the positioning and reactions of all participants. The second phase serves as a simple DPS check versus three adds while Innocence himself remains inactive and invulnerable. Players should be mindful of the below-listed abilities as they will be cast at various intervals throughout the first and last phase, usually between (or sometimes during) other mechanical overlaps.

  • Shadowreaver - an unavoidable raid-wide AoE. Healers should be ready to top-up the entire group whenever necessary, as this will often be used as a finisher after (or during) other overlapped mechanics.
  • Righteous Bolt - a vicious and frequently used tankbuster which applies a lightning-based debuff to the primary target. Righteous Bolt will be used often throughout the encounter, requiring tanks to pay attention to each other and perform tank-swaps as soon as possible.

Phase 1

  • Winged Reprobation - a mechanic that summons resplendent swords into the arena that will tether to random party members. Tethered players should move away from the party to the far sides of the arena. After a brief delay, marked players will drop the tethers at their current location in the form of a circle AoE which must be avoided. Shortly after, the sword they were tethered to will fire a beam directly at the marked location. This beam will damage anyone caught in the path and also split at the marked area, firing three more line-AoEs to the East, North and West side of the target location (indicated by small arrows where the tether was dropped). By placing markers at a diagonal-edge of the arena, most of these beams will shoot across the top and sides, leaving the centre as a safe-zone.
  • Rightful Reprobation - a frequently used two-part mechanic, indicated by blue AoE-markers that are aimed from the centre of the arena to the outer edges. After a short delay, spears will be fired through these markers to the outer-arena, slicing through anyone caught in their path. After a moderate delay, the weapons outside of the arena will then shoot across the entire arena in the opposite direction after a very limited telegraph. As a rule of thumb; whenever you see blue line-AoEs, always be mindful that these will re-enter the arena after a moderate delay and give very little time for players to react if they have not pre-positioned themselves to avoid it.
  • Rotating Swords - after falling from the sky, a large resplendent sword will carve the arena in a fan-like AoE that will slowly rotate around the arena, forcing players to remain on the move to stay within the three visible safe-zones. At this point in the battle, Rotating Swords will overlap with Drop of Light (see below). Bear in mind that later versions of this mechanic may involve a single rotating blade rather than a double-rotating blade, and may also come with small gaps in the blade, allowing players to traverse between the available safe-spots without taking damage.
  • Drop of Light marks two random players with large AoE markers that will detonate after a moderate delay, forcing them to move away from the party (and each other) to avoid causing unnecessary damage to the group.
  • Winged + Rightful Reprobation - players must avoid a succession of orange line-AoEs from summoned swords, and a large number of blue-marked spear AoEs from Innocence. This time, however, the overlapped mechanics will be performed in a more star-like pattern rather than the hourglass-pattern from earlier. Despite the volume of AoE's fired in all directions, safe-spots will be noticeable throughout the arena. Players must primarily be wary of where the blue-markers have fired seeing as, just like before, the launched spears will once again fire back into the arena after a moderate delay with little warning. This succession of attacks will be loosely overlapped by Light Pillar.
  • Light Pillar - a line-directed stack-mark AoE that will target a random healer. Players must stack along the line to share damage.
  • Winged Reprobation + Rotating Sword - players must deal with an overlap between the summoned sword tether mechanic and the rotating AoE. Unlike before, this Rotating sword will cast a single line across the arena (instead of two in a fan-shape) and there will also be two gaps so that players can move from one safe spot to the other if necessary. During this, tethered players must avoid the rest of the party, and everyone must be cautious of any beams fired from the swords towards marked players.

Phase 2

This phase begins with Innocence rendering himself invulnerable and summoning two Forgiven Venerys (which will appear at the east and west of the arena and must be picked up by tanks), along with one Forgiven Shame in the middle of the arena which can be focused down by damage dealers.

Forgiven Shame will unleash raid-wide damage, whereas the Forgiven Venerys will each use tank-busters.

This phase serves as a DPS check. If the group does not kill all adds before Innocence is fully charged, the group will be wiped. If the group is successful, the group will be blasted by raid-wide damage and should heal up before the next phase.

Phase 3

With the three adds slain, the final phase immediately begins. From here on, players will need to deal with a cycle of mechanical combos from the first phase along with a new Starbirth mechanic.

  • Starbirth - this creates three shining orbs in a set pattern around the arena which will explode if they collide with any mechanics from Innocence. Despite the size and appearance of these orbs, the resulting explosions are much larger than you may expect. As a result, the group must make an effort to pull Innocence to whichever part of the arena is furthest away from all orbs whenever they are present. For example; after the first Starbirth, Innocence will eventually use Shadowreaver, the unavoidable raid-wide AoE. On casting Shadowreaver, all three orbs will explode simultaneously, blasting a large portion of the arena with massive damage.
  • After this introduction to Starbirth, players must contend with another overlap between Rotating Swords (fan-shaped) and Winged Reprobation (star pattern).
  • Beautific Vision will be cast shortly afterwards, noted by Innocence flying to the edge of the arena. After a brief wind-up, Innocence will fly through the centre of the arena in a straight line, carving all players along the way. All players should immediately run to the arena's edge and stand as far from the centre as possible. Unlike Normal mode, this attack will not come with a directional telegraph.
  • Starbirth will then be cast alongside Drop of Light, spawning two orbs at opposite ends of the arena, and marking two random players with large AoE markers. If the resulting explosions from Drop of Light hit either of the Starburst orbs, they will explode, blasting a hefty portion of the arena with massive damage. As a result, marked players must be wary of their positioning to prevent this from happening, as well as avoid damaging the party with their AoE marker. As soon as Drop of Light explodes, two more players will be marked for another Drop of Light immediately afterwards. Assuming the group survives the ordeal, they will then have to deal with Light Pillar. Seeing as this can also explode Starbirth orbs, players must make an effort to aim the stack-line so that it does not shoot an orb.
  • Beautific Vision will be used once more, except now it will explode both Starbirth Orbs. As a result, players must move as far away as possible from the orbs while also being mindful of Innocence's charge-path.
  • God Ray is a tri-directional AoE that fires from the arena centre in a pizza-slice formation. When used, there will be three thin safe-spots that players can stand in while the AoE fans out across the arena. However, this attack will be overlapped with Rightful Reprobation (hourglass pattern). Due to the noticeable delay with God Ray, players must resist the urge to dodge it too early. Be sure to wait until Rightful Reprobation has completed its two-part attack before ducking into a God Ray safe-spot.
  • Starbirth will now be overlapped by Winged Reprobation and Light Pillar. After spawning four orbs, the arena will be caked in line-AoEs in a set pattern from the summoned swords (twice in quick succession), followed closely by a player being marked by the stack-line AoE of Light Pillar. Due to the presence of four orbs, players must work towards creating a safe-spot before Innocence can detonate them. To do so, players must first dodge the line-AoE's from Winged Reprobation, then move as a group towards an orb, bringing Innocence along with them. After doing so, the target of Light Pillar should aim the beam towards the opposite orb. If done correctly, this will explode the orb with no damage to the group, giving players a safe-spot to move towards before Innocence inevitably casts Shadowreaver, detonating all remaining orbs.
  • From this point onward, Innocence will rotate through various mechanical combinations involving Starbirth, Drop of Light, Winged Reprobation, Rightful Reprobation and Rotating Swords.

For a visual representation of these mechanics and combos, be sure to check out MTQ's excellent video guide.

Loot

Accessories

Item Icon Level Item Level Requirement Slot Defense Magic Defense Materia Slots Stats and Attributes
Immaculate Ear Cuffs of Fending Immaculate ear cuffs of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Earrings 1 1 1 Strength +83 Vitality +83 Critical Hit +83 Tenacity +58 
Immaculate Ear Cuffs of Slaying Immaculate ear cuffs of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Earrings 1 1 1 Strength +83 Vitality +83 Determination +83 Direct Hit Rate +58 
Immaculate Ear Cuffs of Aiming Immaculate ear cuffs of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Earrings 1 1 1 Dexterity +83 Vitality +83 Determination +58 Direct Hit Rate +83 
Immaculate Ear Cuffs of Casting Immaculate ear cuffs of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Earrings 1 1 1 Intelligence +83 Vitality +75 Critical Hit +83 Direct Hit Rate +58 
Immaculate Ear Cuffs of Healing Immaculate ear cuffs of healing icon1.png 80 450 CNJ WHM SCH AST SGE Earrings 1 1 1 Mind +83 Vitality +75 Critical Hit +83 Piety +58 
Immaculate Necklace of Fending Immaculate necklace of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Necklace 1 1 1 Strength +83 Vitality +83 Critical Hit +58 Skill Speed +83 
Immaculate Necklace of Slaying Immaculate necklace of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Necklace 1 1 1 Strength +83 Vitality +83 Critical Hit +58 Direct Hit Rate +83 
Immaculate Necklace of Aiming Immaculate necklace of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Necklace 1 1 1 Dexterity +83 Vitality +83 Critical Hit +83 Determination +58 
Immaculate Necklace of Casting Immaculate necklace of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Necklace 1 1 1 Intelligence +83 Vitality +75 Determination +83 Spell Speed +58 
Immaculate Necklace of Healing Immaculate necklace of healing icon1.png 80 450 CNJ WHM SCH AST SGE Necklace 1 1 1 Mind +83 Vitality +75 Determination +58 Piety +83 
Immaculate Bracelets of Fending Immaculate bracelets of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Bracelets 1 1 1 Strength +83 Vitality +83 Determination +83 Tenacity +58 
Immaculate Bracelets of Slaying Immaculate bracelets of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Bracelets 1 1 1 Strength +83 Vitality +83 Determination +83 Direct Hit Rate +58 
Immaculate Bracelets of Aiming Immaculate bracelets of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Bracelets 1 1 1 Dexterity +83 Vitality +83 Direct Hit Rate +83 Skill Speed +58 
Immaculate Bracelets of Casting Immaculate bracelets of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Bracelets 1 1 1 Intelligence +83 Vitality +75 Critical Hit +58 Direct Hit Rate +83 
Immaculate Bracelets of Healing Immaculate bracelets of healing icon1.png 80 450 CNJ WHM SCH AST SGE Bracelets 1 1 1 Mind +83 Vitality +75 Critical Hit +58 Spell Speed +83 
Immaculate Ring of Fending Immaculate ring of fending icon1.png 80 450 GLA MRD PLD WAR DRK GNB Ring 1 1 1 Strength +83 Vitality +83 Critical Hit +83 Determination +58 
Immaculate Ring of Slaying Immaculate ring of slaying icon1.png 80 450 PGL LNC MNK DRG SAM RPR Ring 1 1 1 Strength +83 Vitality +83 Critical Hit +58 Skill Speed +83 
Immaculate Ring of Aiming Immaculate ring of aiming icon1.png 80 450 ARC ROG BRD NIN MCH DNC VPR Ring 1 1 1 Dexterity +83 Vitality +83 Critical Hit +58 Determination +83 
Immaculate Ring of Casting Immaculate ring of casting icon1.png 80 450 THM ACN BLM SMN RDM BLU PCT Ring 1 1 1 Intelligence +83 Vitality +75 Determination +83 Direct Hit Rate +58 
Immaculate Ring of Healing Immaculate ring of healing icon1.png 80 450 CNJ WHM SCH AST SGE Ring 1 1 1 Mind +83 Vitality +75 Determination +58 Piety +83