Difference between revisions of "The Chrysalis"
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==Video Guides== | ==Video Guides== | ||
{{#ev:youtube|apcBPUCixlU|400|left|Updated Shadowbringers Guide}} | |||
{{#ev:youtube|MGVj0i4mUEc|400|left|The Chrysalis Guide}} | {{#ev:youtube|MGVj0i4mUEc|400|left|The Chrysalis Guide}} | ||
{{#ev:youtube|AVCEmwoPdOg|350|left|The Chrysalis Video Guide}} | {{#ev:youtube|AVCEmwoPdOg|350|left|The Chrysalis Video Guide}} | ||
{{Duties nav|trial}} | {{Duties nav|trial}} |
Revision as of 09:56, 1 August 2021
The Chrysalis
- Level
- 50 (Sync: 50)
- Item Level
- 90
- Difficulty
- Normal
- Party size
- Full Party
8 man • 2 2 4 - Unsyncing
- Allowed
- Time limit
- 60 minutes
- Roulette
- Trials
- Tomestones
- 15
- Req. quest
- An Uninvited Ascian
- Patch
- 2.5
“A ruthless Ascian known as Nabriales has intruded upon the sanctum of the Scions of the Seventh Dawn, spiriting away both the Antecedent and the powerful relic she refused to yield. Pursue the Paragon through the dimensional rift and prise Minfilia─and Tupsimati─from his tenebrous grasp.
— In-game description
The Chrysalis is a level 50 trial introduced in patch 2.5.
General Information
The Chrysalis is a level 50 trial that pits the players against Nabriales. It is part of the An Uninvited Ascian quest of the patch 2.5 Main Scenario Quest. The battle requires a full party of 8 players with average item level of at least 90.
Unlock
- Quest: An Uninvited Ascian
- Quest-giver Location: Edelstein - Northern Thanalan (x20,y22)
- Prerequisites: On the Counteroffensive
Strategy
Phase 1: 100% - 80%
At 80%, Players should spread out and absorb orbs. If you alternate between the big and small orbs (big gives physical vulnerability, small gives magical vulnerability) then you won't take much damage. For each orb that hits him he will gain a stack. Small adds do not have much hp and perform a cone AoE. Stack up for heals and Sacred Soil if you have 3+ stacks. 7 stacks is instant death for non tanks.
Phase 2: 79% - 40%
He will cast double and then cast spark twice, tanks can taunt to help with this.
At 40%, he will perform the orbs again, see phase 1.
Phase 3: 39% - 20%
He will cast triple and then cast spark three times, again, tanks can taunt to help with this.
After second orb phase he will teleport around and cast end of days, a dodge-able straight line, but the teleports are quite annoying. He will also randomly cast Quake 3, which does AoE damage to party for about 2500 damage on non tanks.
At 20%, he will perform Meteor:
Floor will turn red and give you a bleed. You can run to the edge and keep running while you are sucked in, after the bleed hits 0 you are instantly sucked in. After you are sucked in, you are sent to a new room. Any buffs/debuffs that were affecting you before you were sucked into the vortex will have their duration multiplied by 10. To make the next segment easier, all DPS should use all damage buffs and Tanks should use Hp and Defense buffs.
Meteors fall continuously. If a meteor doesn't land on a player, it deals damage to the entire party, so one player should tank each meteor.
Only tanks (and optionally one healer) should try to get hit by meteors. Only one player needs to be in any particular meteor's landing circle.
Healers may wish to both run to one each time to split the damage. If your tanks applied proper buffs, they should lose less than half their health each meteor.
After the first meteor falls, a tear will appear on its location that you must kill to end the phase. DPS should immediately focus this tear, using a Limit Break if needed. There is a visual tell in the middle of the room, an extremely large meteor that slowly falls and will wipe the party if it manages to hit the ground before the tear is destroyed. Meteors will continue to fall and tanks and healers should continue to run to the next empty meteor zone.
Phase 4: 19% - 0%
Tank and Spank, in this phase he simply recycles mechanics from Phase 2.