Difference between revisions of "Bardam's Mettle"

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===Bardam===
===Bardam===
This is pretty much all about positioning and is a test of mechanics, several of which are featured in the final fight for the dungeon. There are three phases, and at least one player must pass each phase.
Sheathe your weapons! It's time to dance! This is a non-combat boss that tests players' understanding of mechanics. Players will fail a phase if they are hit twice in a single phase. At least 1 player needs to survive the phase in order for the party to proceed.
 
'''Phase 1'''
* Magnetism: Pulls all players towards the centre of the room.
* Travail (shockwave): Immediately after Magnetism, Bardam begins charging a shockwave attack, which splits the room into an inner circle AoE and outer circle AoE. Dodge as necessary.
* Spear charge: Spears appear along to edge of the map and fire off AoEs that makes the map a chessboard of safe zones. Dodge as necessary.
* Empty gaze: Empty Gaze will charge while Travail and Spear charges are running. Turn away to dodge it. Basically, do the entire phase facing away from the scary golem.
 
'''Phase 2'''
* Travail (lightning): Locked-on lightning attack on the whole party. Stand on prism towers to dodge the attack.
* Travail (firestorm): All players are marked and rings of fire drops periodically over their heads. To prevent dropping your AOE onto an ally's escape path, everyone should spread out and run clockwise.
* Heavy strike: 270 degree front cone. Safe spot is behind the golem. Hide as necessary.
* Star fall: 4 circular AoEs that leaves behind Star shards to be used in the next phase. Dodge as necessary.
 
'''Phase 3'''
* Looming Shadow: Meteor attack with an extremely long cast time. Hide behind Star shard to dodge.
* Travial (summon warriors): Breaks the left and right star shards.
* Magnetism + Spear charge + Heavy Strike + Shockwave combo: The floor is lava. Find safe spot. Will destroy one of the two remaining star shards. After these attacks, the meteor will land. Hide behind the last star shard.


===Yol===
===Yol===

Revision as of 01:30, 2 July 2017

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Lore

"If you are to participate in the Naadam, and fight alongside the Mol, you must first be recognized as a warrior of the Steppe. To earn this honor, you will be required to complete a rite of passage involving walking in the footsteps of the legendary hero Bardam and taming a yol. Each must do this by themselves, of course, and so you shall... though if by pure coincidence some of your fellow adventurers happened to have made the long journey to the Far East, and simply insisted on accompanying you... surely no one would be any the wiser?" — Game Description


Unlock

Objectives

  • Arrive at Bardam's Hunt
  • Defeat Galura
  • Arrive at the Rebirth of Bardam the Brave
  • Defeat Bardam
  • Arrive in the Voiceless Muse
  • Defeat Yol

Bosses

Galura

Heave Frontal cone AOE. Tank to dodge as required.

Crumbling Crust After a short cast time, 4 telegraphed quick casting AoEs appears around Galura. Deals moderate damage, but AoEs can stack. Melees to dodge as required.

Rush Galura targets an off-aggro target and channels a straight line charge. Run as far away from Galura as possible to reduce damage taken. Has a long cast time, so other players can move out of the way as necessary. Contrary to popular belief, you do not need to hide behind animals.

Earthquake Immediately after Rush, Galura stomps the ground for an untelegraphed attack, stunning all players. Animals in the pen will begin charging up their AoE attacks. Dodge as necessary, you have plenty of time even with the stun. Galura does this three times in his fight.

  • Ram: Straight line AoE. Appears in all 3 phases.
  • Coeurl: Large front cone AoE. Appears after the second time Rush is used.
  • Kukurul: Small circle AoE. Appears after the third time Rush is used.

Bardam

Sheathe your weapons! It's time to dance! This is a non-combat boss that tests players' understanding of mechanics. Players will fail a phase if they are hit twice in a single phase. At least 1 player needs to survive the phase in order for the party to proceed.

Phase 1

  • Magnetism: Pulls all players towards the centre of the room.
  • Travail (shockwave): Immediately after Magnetism, Bardam begins charging a shockwave attack, which splits the room into an inner circle AoE and outer circle AoE. Dodge as necessary.
  • Spear charge: Spears appear along to edge of the map and fire off AoEs that makes the map a chessboard of safe zones. Dodge as necessary.
  • Empty gaze: Empty Gaze will charge while Travail and Spear charges are running. Turn away to dodge it. Basically, do the entire phase facing away from the scary golem.

Phase 2

  • Travail (lightning): Locked-on lightning attack on the whole party. Stand on prism towers to dodge the attack.
  • Travail (firestorm): All players are marked and rings of fire drops periodically over their heads. To prevent dropping your AOE onto an ally's escape path, everyone should spread out and run clockwise.
  • Heavy strike: 270 degree front cone. Safe spot is behind the golem. Hide as necessary.
  • Star fall: 4 circular AoEs that leaves behind Star shards to be used in the next phase. Dodge as necessary.

Phase 3

  • Looming Shadow: Meteor attack with an extremely long cast time. Hide behind Star shard to dodge.
  • Travial (summon warriors): Breaks the left and right star shards.
  • Magnetism + Spear charge + Heavy Strike + Shockwave combo: The floor is lava. Find safe spot. Will destroy one of the two remaining star shards. After these attacks, the meteor will land. Hide behind the last star shard.

Yol

Loot

Additional Treasure Coffers

Treasure Coffer 1

Coordinates: (x??,y??)

Treasure Coffer 2

Coordinates: (x??,y??)

Treasure Coffer 3

Coordinates: (x??,y??)

Treasure Coffer 4

Coordinates: (x??,y??)

Treasure Coffer 5

Coordinates: (x??,y??)

Images

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